Positioning Light Spots

ParasiteParasite Join Date: 2002-04-13 Member: 431Members
<div class="IPBDescription">any tips?</div> Anyone have any tips on how to point lightspots where you want em?
I am currently using the hap-hazard routine of trial and error...this takes forever scince I have to re-compile over and over. (Even if it is only RAD)
I understand "Pitch, Yaw, and Roll" and how the relate to 3-D positioning, but I dont yet understand how they work in VHE...or thier default positions.

Another question...could you use a 3-D sprite in VHE to represent the Light cone in VHE, and would it position itself according to the Values you insert?

Comments

  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    Create an info_target where you want the lightspot to point, name it, and then in the light_spot properties under target, type in the name of the info_target and it will point directly at the info_target.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    for spotlight use <b>light_spot</b> and link it to <b>info_target</b>
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Lol, that easy eh? hehe thanks.
    Does info_target add to entity count? Or is it tossed out in RAD as well?

    Thx again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    dunno that, but bet you're bit embarrassed now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    Just a tad. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    I remember reading a tutorial about this, but I never put it into practice.
    O well, at least I asked early on before I wasted rediculous amounts of time on it.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    <!--QuoteBegin--uffo+Aug 30 2003, 08:30 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uffo @ Aug 30 2003, 08:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> dunno that, but bet you're bit embarrassed now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Why should he be? I highly doubt that you know <i>every</i> little trick in mapping. I don't, I admit, although I've been mapping for years...
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    You don't need info_target for simple spotlights that face any generic direction.
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    <!--QuoteBegin--statusq+Aug 30 2003, 09:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (statusq @ Aug 30 2003, 09:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You don't need info_target for simple spotlights that face any generic direction. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you would read the man's question:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyone have any tips on how to point lightspots where you want em?
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You would see that he's just asking for good tips/tricks to easily make spot lights point in the desired location... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    Oh, you're right. Sorry, wasn't paying enough attention <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RPG_JssmfulhudRPG_Jssmfulhud Join Date: 2002-11-02 Member: 4006Members
    We're only human... Well, some are Kharaa, but wth... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    Actually, even though info_target is the official choice for a spot, I think info_null might serve you better -- it's removed by the engine when the map loads so it doesn't affect performance or contribute to the final entity count for your map. Since you only need the target entity during compile, info_target is overkill IMO <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.

    info_target is still useful for effects like env_beam that require a target during runtime.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    <!--QuoteBegin--XP-Cagey+Aug 30 2003, 03:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Aug 30 2003, 03:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually, even though info_target is the official choice for a spot, I think info_null might serve you better -- it's removed by the engine when the map loads so it doesn't affect performance or contribute to the final entity count for your map. Since you only need the target entity during compile, info_target is overkill IMO <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.

    info_target is still useful for effects like env_beam that require a target during runtime. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That actually helps me out too cagy, I've been using info_targets too. Thanks a lot!
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    It's easier to just press 'o' over the camera window and use the inverted up and down (s**te I don't know my yaw and so on) counter along with the dgrees it's facing. It's really easy to get used to, and besides - naming all those light spots and info_nulls gets REALLY tiresome compared to changing 2 values - more of which you'll be changing anyway, as the focus and colours will need to be changed most likely.
    Reduces entities (as I hear info_null does) but saves you simple time and confusion in a busy map scape.
  • KingNicKingNic Join Date: 2002-10-25 Member: 1600Members
    I'm sure that info_null would count towards the max entities when you compile, so if you start to have problems, try compiling without a few entities that aren't needed for lighting, then deleting all the info_nulls and recompile. Unless I'm mistaken, the lighting will have been calculated the first time, then the second compile shouldn't effect the lighting because the light_spots will still be there, but you'll have deleted all the info_nulls, lowering the entity count and allowing you to place oh-so-much-more detail.

    *big breath*

    And hey steve.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--KingNic+Aug 31 2003, 01:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KingNic @ Aug 31 2003, 01:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm sure that info_null would count towards the max entities when you compile, so if you start to have problems, try compiling without a few entities that aren't needed for lighting, then deleting all the info_nulls and recompile. Unless I'm mistaken, the lighting will have been calculated the first time, then the second compile shouldn't effect the lighting because the light_spots will still be there, but you'll have deleted all the info_nulls, lowering the entity count and allowing you to place oh-so-much-more detail.

    *big breath*

    And hey steve. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yep, either CSG -onlyents or ripents could be used to swap point entity information after the first compile without touching the lighting.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Any idea how the engine calculates light on player models? I know about the ambient color from the face directly under the model, but models are not lit in a constant color, they also show shades. So don't they need information from the light entities? Especially what a certain spotlight is directed on?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--NerdIII+Aug 31 2003, 07:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Aug 31 2003, 07:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any idea how the engine calculates light on player models? I know about the ambient color from the face directly under the model, but models are not lit in a constant color, they also show shades. So don't they need information from the light entities? Especially what a certain spotlight is directed on? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The color of all light information is preserved in the lightdata, so the shade to use is stored in the floor sample. Light entites aren't used in the standard Half-Life engine. The model texutre's red, green, and blue components are just multiplied by the light on the floor's red, green, and blue components. Try pointing a super bright spotlight at a wall near to but not touching the ground--models won't ever be lit by it, which you could confirm by walking its length in 3rd person view.

    Spirit of Half-Life uses proximity to light entities to calcuate a single brightness value for models on the fly, as does Return to Castle Wolfenstein -- but even the Q3 engine only uses one calculated light value for the entire model instead of casting shadows on models.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Wow, thx, the first sentence would have been enough <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited August 2003
    I tried to use a model for the light_spot entitie. Took the onos model for testing and realized, using models for light spots is a bad idea.
Sign In or Register to comment.