What I heard from my friends who uses Source SDK is that light_environment is hidden to lua if there is no targetname and inputs issued to it.
Is there a way to control it still (Setting a name to it before it hides, etc.)? Without editing the map that is.
Probably not...
Like I said, it will be hidden without a targetname even to that command
gm_flatgrass has a light_environment, try running "PrintTable(ents.FindByClass("light_environment"))"... It'll return nothing.
SOLVED:
[code]if string.lower(game.GetMap()) == "rp_evocity_v2d" then
function CheckLightEnvs( ent )
if ValidEntity(ent) and ent:GetClass() == 'light_environment' then
ent:SetKeyValue("targetname", "lightenv")
ServerLog("Found light environment " .. ent:EntIndex())
end
end
hook.Add("OnEntityCreated", "CheckLightEnvs", CheckLightEnvs)
end[/code]
Used that script above to set a name...
EDIT:
Now my map is opposite of fullbright... The props around are still fullbright though.
the think is the hl2 light_enviroment is static, you cant just change its brightness
[QUOTE=blown25;28172594]the thing is the hl2 light_enviroment is static, you cant just change its brightness[/QUOTE]
Somehow, it ain't. There is a day/night addon that modifys the light a light_environment got, however, it requires map modification.
[QUOTE=Donkie;28172625]Somehow, it ain't. There is a day/night addon that modifys the light a light_environment got, however, it requires map modification.[/QUOTE]
thats cool, any link?