Lighting problem in CS map

Lighting problem in CS map

Hammer Mapping — Page [1]
Ourkid
2007 Jul 1 • 5
6 ₧
Hello everyone,

Sorry to bother you all, but I'm making myself a new map, but am having problems with lighting.

I have indeed searched the forum for help on similar topics, but haven't found anything useful to this problem.

Basically, I've installed about 20 lights in my map, but when I go into cs and see the map itself, it's just really dark and rather dull. I've used light_environment, light_spot, and even done the default lighting in map properties to some ridiculous number.

Also I've put my textures in my cstrike folder, and when I start up the map it's fine, but other people cannot download it. Is this where I need to use wadinclude?

I've attached the log here so if anyone knows what I'm doing wrong here and could point me in the right direction I'd really appreciate it :)

Cheers
Ourkid

Quote:
*snipped (doesn't contain anything useful)*
 
 
 
2007 Jul 1 at 05:46 PDT
general_zim
Le Tigre

2006 Sep 1 • 549
16 ₧
This happened to me once, just make the entities aren't jammed in a solid.
 
 
 
2007 Jul 1 at 09:07 PDT
jacksmoke234
Tendrils McGee

2005 Mar 20 • 1375
34 ₧
Don't use light_environments or light_spots. Just use the generic light. That should do it.
 
 
 
2007 Jul 1 at 13:15 PDT
SuperJer
Websiteman

2005 Mar 20 • 6629
If you have any SKY you should use exactly 1 light_environment.
 
 
 
2007 Jul 1 at 13:30 PDT
SuperJer
Websiteman

2005 Mar 20 • 6629
If you use custom textures you should use wadinclude:

hlcsg -wadinclude yourwad mapname


Just add the bold part to your existing compile script.

If your lights aren't working, try making them brighter (e.g. change 255 255 255 200 to 255 255 255 2000).

And make sure they are not touching anything. Lights should be floating in the air, in the room you want to light.
 
 
 
2007 Jul 1 at 13:34 PDT
Ourkid
2007 Jul 1 • 5
6 ₧
Absolute stars! Yeah I got it working! :D My first map woooooo!

Thanks a lot guys really appreciate it.

Ourkid
 
 
 
2007 Jul 2 at 06:40 PDT
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