Make it look like it's night

I need help with making a map that is dark and make the light look like it comes from the moon.
I made a Skybox then went to Map>map properties>Skybox texture name and changed the name to sky_day01_09_hdrlf because it looks like it could be used to look like it’s night.
I read somewhere (http://www.interlopers.net or http://developer.valvesoftware.com) that i should add Shadow_control and change the color to 50 50 50 to make it look better.
But it doesn’t work…

This is what it looked like last time i tried:

sky_day01_09_hdr

and add a env_cubemap then start the map and type buildcubemaps into console.

Remove the “lf” from the end of the skybox name.

Thanks both of you.

When i check for errors, there are none.
But in the compile log:

WARNING: Too many light styles on a face at (506.000000, 2102.000000, 57.000000)
WARNING: Too many light styles on a face at (1002.000000, 2102.000000, 57.000000)
WARNING: Too many light styles on a face at (10.000000, 2102.000000, 57.000000)
WARNING: Too many light styles on a face at (506.000000, 2102.000000, 295.000000)
WARNING: Too many light styles on a face at (1002.000000, 2102.000000, 295.000000)
WARNING: Too many light styles on a face at (10.000000, 2102.000000, 295.000000)
.WARNING: Too many light styles on a face at (506.000000, 2107.000000, 292.000000)
WARNING: Too many light styles on a face at (1002.000000, 2107.000000, 292.000000)
WARNING: Too many light styles on a face at (10.000000, 2107.000000, 292.000000)
WARNING: Too many light styles on a face at (1019.000000, 2056.000000, 292.000000)
WARNING: Too many light styles on a face at (5.000000, 2056.000000, 292.000000)
.4…5…6…7
WARNING: Too many light styles on a face at (506.000000, 2040.000000, 57.000000)
WARNING: Too many light styles on a face at (1002.000000, 2040.000000, 57.000000)
WARNING: Too many light styles on a face at (10.000000, 2040.000000, 57.000000)
WARNING: Too many light styles on a face at (664.000000, 1602.000000, 57.000000)
WARNING: Too many light styles on a face at (506.000000, 2040.000000, 295.000000)
WARNING: Too many light styles on a face at (1002.000000, 2040.000000, 295.000000)
WARNING: Too many light styles on a face at (10.000000, 2040.000000, 295.000000)
.WARNING: Too many light styles on a face at (10.000000, 1605.000000, 292.000000)
WARNING: Too many light styles on a face at (506.000000, 1605.000000, 292.000000)
WARNING: Too many light styles on a face at (712.500000, 1605.000000, 292.000000)
WARNING: Too many light styles on a face at (655.500000, 1605.000000, 292.000000)
WARNING: Too many light styles on a face at (655.500000, 1605.000000, 164.500000)
WARNING: Too many light styles on a face at (704.500000, 1605.000000, 162.000000)
WARNING: Too many light styles on a face at (655.500000, 1605.000000, 162.000000)
WARNING: Too many light styles on a face at (1019.000000, 1704.000122, 204.000061)
WARNING: Too many light styles on a face at (1019.000000, 1704.000000, 292.000000)
WARNING: Too many light styles on a face at (1019.000000, 1896.000000, 292.000000)
WARNING: Too many light styles on a face at (1019.000000, 1610.000000, 292.000000)
WARNING: Too many light styles on a face at (5.000000, 1610.000000, 292.000000)
…8
WARNING: Too many light styles on a face at (648.000000, 1592.000000, 56.000000)
…9…
WARNING: Too many light styles on a face at (636.000000, 1606.000000, 103.500000)
WARNING: Too many light styles on a face at (636.000000, 1604.500000, 109.000000)
10 (5)

uhm, what is this? :confused:

And another question.
It is so frustrating when hammer crash without a warning. It often does when I click flags in light properties.
Does anyone know why?

Too many named light entities are shining on various faces. Each named light creates a new combination of lightmaps for the surface, which are limited.

Reduce the number of named lights.

Rather than spamming light entities, use a single light_environment.

Yes i am using a light_environment but i wanted some lights in a room that you can toggle on and off.
So i named 4 lights and made a switch, but i don’t know… it didn’t work.

This might sound dumb, but have you made your skybox from brushes, or have you just defined its texture?

or just name the four lights the same thing?

pretty handy info i found. make sure the light_environment is in roughly the same direction of the moon in the skybox

You have a maximum of three toggle-able lights shining on any one surface. Any more than that and it won’t compile. It’s to keep things simple I think. Three lights makes it 7 possible combinations that have to be computed, where four lights would make it 15 possible combinations, and that’s a bit much.

3 lights

on on on

on on off

on off off

on off on

off on on

off off on

off off off

off on off

Every named light generates an extra lightmap.

One light has on and off which isn’t too bad.

Two lights is the general max you should ever have,

on on

off on

off on

off off

I haven’t tried naming lights the same thing though.

Naming lights makes them act in a group, so they would only be on or off together, as a group:

[on on] on
[on on] off
[off off] on
[off off] off

For 3 lights, two of which are named the same.

Right, I wasn’t counting the all-off state. That reminds me though, in general if multiple lights are to be toggled at the same time you should name them the same. One exception (I don’t know if there are more) is if they have different appearances, e.g. strobe, flicker, or normal, because lights of the same name will all take on the same appearance regardless of how you set them.