I'm aware, I was asking very clearly and straight to the point if it's possible to change the Appearance of a regular light entity via an output or not
Of course I named the light, the VDC doesn't explain very well how SetPattern is supposed to be used exactly
It gives no example, and by describing it as "custom pattern of light brightness" I'm just interpretating that as the Brightness value
Set a custom pattern of light brightness for this light. If the Light is off, then this input appears to turn it on.
You can use a relay to toggle a light on and off in a programmed pattern via the I/O system, Valve did that in lots of their early HL2 maps. Can also sync it up with sparks and stuff.
Named or styled lights in Source don't bounce light, to save on lightmap data.
Light_dynamic is also pretty buggy, the system I mentioned is pretty much the easiest way to create an animated light on demand.
Guess I'll have to use Toggle and Turnoff/on, was hoping I wouldn't have to to keep it cleaner, but I can just do it through a relay instead
It uses the same format as the Custom Appearance field (see this table for examples). From the FGD:
Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.
top/bottom comparison of a lighting issue i have. Top is a dynamic light and bottom is a normal light.
https://files.facepunch.com/forum/upload/58090/b94d7fde-e87c-4fc4-ad71-a9b273707108/fsadfasefdse.png
the dynamic light works better but is too bright in the center and changes the color a bit. the regular light is the color i want but doesnt really cast any light on the wall its on. is there some kind of compile setting or trick to get it to actually light up the wall behind it properly?
On any light sources parameters for color there is a fourth number which controls the lumen force of light (brightness). If adjusting that isn't helping you can change the Constant-Linear-Quadratic ratio
Afaik dynamic lights don't bounce light. You only get direct lighting as you see it. About this intensity, i'm not sure what sorta math causes this. As posted before you can use all sorts of paramters to control the intensity and attenuation.
If I had to guess, it probably has something to do with the lightmap potentially being too big, and you would probably need to adjust the location of the light to be in the corner of a lightmap for the light to look brighter. I could be wrong, though.
When using VBSP located in gmod's default bin folder. Some of my prop_static's fail to be included in the map. (The are compiled as static props, and hammer says so). But VBSP complains and said "error loading studio model xxxx"
If I use CSS's included VBSP dated in 2017, it works no problem. I guess this is okay, but why doesn't the lastest VBSP not work correctly?
https://files.facepunch.com/forum/upload/58090/a679da45-932e-4384-873a-6ee1c5bc1f9a/properties.PNG
already tried all that
Why are your 50% falloff and 0% falloff parameters defined? Those values are the reason since they are hacks to change the way light is cast. changing anything but the brightness when placing a light
will alter its behavior in extreme ways and should only be done when you know what they do. Place a brand new light there with 200 brightness and the color you want and scale it down as necessary.
i want to have hard falloff set to 1 so that its more accurate to the lighting in scp containment breach which is what im porting. I dont want the light to fill the room
I don't know how to actually fix this, but the workaround I used for this is putting the models that have prop_static support but still don't work for some reason into the Garry's Mod directory. If I remember correctly, once you compile the map with those static props, the props will stay in the compiled map even after taking the models out of your Garry's Mod directory.
It may also be worth checking out this thread:
https://www.reddit.com/r/hammer/comments/4i8ms7/prop_static_wont_show_up_in_game_yes_the_prop/
Is there an average depth for walls and doorways? It's something I've always struggled with and I've bounced back and forth between 8 and 16 units, but I'd like to know if there is a standard.
I usually go with 8, but somewhere between 8 and 16 units should be good. Sometimes, I make my exterior walls 16 units thick, though how I personally decide on whether I go with 16 or 8 units is pretty arbitrary.
Hello...do you know what setting for particle editor causes this particle that I made using the page on the default valve developer community tutorial for fire:
https://developer.valvesoftware.com/wiki/Creating_A_Fire_Particle
to appear flickering (it starts pulsing/disappearing a little past the middle of the video) when I put my particle/torch model by a brush or something else that might be causing this? The particle itself placed in the air doesn't seem to do it, so I assume maybe it happens when it gets x distance from a brush, or maybe there is a setting that is conflicting or not accounted for when placed near geometry. Is it possible to keep my particle close to brushwork to be used over a torch model, while still appearing seamless like the one in the air—be a normal, uninterrupted particle loop animation, while being next to geometry (if that is indeed the actual cause...)?
video:
https://streamable.com/uiol1
So I'm trying to figure out why my props look fine in Hammer:
https://my.mixtape.moe/npvvcg.png
But break in-game:
https://my.mixtape.moe/nfgypi.png
is there any reason to not place clips in every place where players aren't supposed to reach? No harm, no foul right? Or does placing that many clips slow down compile/source ig a fair bit? I just don't often see it in levels; official and nonofficial.
I'm pretty positive clips dont affect vvis or vrad, it would only increase bsp file size but not by much
There's no reason to clip off areas the player can't reach unless you explicitly don't want them going there.
Am I going crazy or was there not a Source game that had models that fit on this shelf? I've spent about an hour combing all the games I can think of and I can't seem to find them.
https://snag.gy/W09TEI.jpg
Do the book models from L4D not fit on there?
They do, but I swear there were models for a picture frame and a few other things that fit there as well.
Hi, I need help making an input/output system that, once triggered, causes a brush to rotate 90 degrees and then stop, and once triggerd again, causes the brush to rotate 90 degrees in the same direction and then stop, and so on. I have tried func_rotating, which for some reason I cannot get to activate. Func_door_rotating doesn't seem to work either, because I don't know how I can make it rotate past its "Open" position. Please help.
Hey guys, any advice for making caves with displacements?
I'm familiar with some displacement rules (stick to power of 3, don't stretch textures too much, look out for sewing mismatches) but really I'm still a little inexperienced when it comes to them.
I've kind of been winging it, but here's what I've got so far. Basically have a grid of 128x128 displacements (adjusted here and there) and they look like this and it seems to look good.
The really challenging thing is going to be connecting two caves with a portal opening (not like portal, but you know, like a round opening) and I want them to connect smoothly. I know EP2 did it. Anything I should know?
The other thing that's going to be challenging is making the floor ramp. Might not be that bad, because I got the ceiling to look good, but I don't want it to stretch too much. I have three 128x128 tiles for the ground. Will that stretch okay, or should I cut them in half (like this?)
Do Somebody know how to make the same thing like this on Source Engine hammer ? I mean 2 buttons which controls 2 moving lines.
https://files.facepunch.com/forum/upload/133429/c9cf25c4-dfa2-4d31-a771-f3e21a2a060d/Tactical_map.jpg
I've been trying to convert the RnL Foliage pack to utilize $treeSway. some of the props work, however, some don't. are there any vmt parameters or model specifics that will cause $treeSway to not function?
Getting some weird glowing props thing going on, ideas?
https://files.facepunch.com/forum/upload/132374/2530b15c-beef-4713-83bc-24766dbda457/20181021185440_1.jpg
https://files.facepunch.com/forum/upload/132374/83f59ebc-00de-4b59-8768-d218ecbfa1a5/20181021185502_1.jpg
What's the maximum height a Source map can realistically stretch to?
Looks like its taking on the ambient lighting. using a shadow_control may fix your issue.
Sorry, you need to Log In to post a reply to this thread.