Komag, on Apr 24 2008, 11:02 PM, said:
I admit they are a bit confusing at first, but just relax a bit there! I see what's happening and I'll try to explain.
First of all, the preview render in DR doesn't show any cast shadows. What's happening when you go in game is that the shadows are now working and your whole area is in shadow. That's because with parallel lights you have to consider the source of the light to be the edge of the light box (the edge that's in the direction you moved the dot), not the center of the light box. I see that your light box stretches outside your room on all sides. The part that matters is the side(s) the dot's pointing to - they can't be outside (unless the wall isn't solid, such as portal_sky).
Just try this - in that screenshot, use the Z/X view and pull the top of the light down so the top edge is just inside the room and pull the right side in as well the same way. Then test it again in game to see.
EDIT - in response to Crispy - you don't need to care about the outside texture, since the engine will just treat it all like caulk no matter what. (So when building in DR, you can just leave outside textures and don't have to bother making everything caulk). Yes, it's the ceiling and wall that's casting a big shadow over the whole room. Turning off shadow casting on the light would work, but you probably want it on so it casts shadows from the pillars correctly.
Yes yes and yes, this should be added to the wiki this moment. Very good explanation thank you. I will go try that right now.
EDIT: Okay, tried that and the level is still black. I deleted the light and remade it and this time just left it at default. When I went into the level it worked, but was really small. So I went into the editor and made it 16 units smaller than the inside of the walls. Then went back in game and the light output did not change at all. Hmmm. See if you can make a difference, here's the map file:
Version 2
// entity 0
{
"classname" "worldspawn"
"editor_drLastCameraPos" "-270.791 -97.8048 285.394"
"editor_drLastCameraAngle" "9.9 75.3 0"
"editor_drMapPos1" "622.965 891.597 194.506"
"editor_drMapAngle1" "0 4.7 0"
"editor_drMapPos2" "856 856 194.506"
"editor_drMapAngle2" "0 -88.6028 0"
"editor_drMapPos3" "832 264 194.506"
"editor_drMapAngle3" "0 82.1467 0"
"editor_drMapPos4" "462.987 512.708 197.518"
"editor_drMapAngle4" "-2.8 151.047 0"
"editor_drMapPos5" "395.633 301.73 201.855"
"editor_drMapAngle5" "-2.6 187.447 0"
"editor_drMapPos6" "406.528 296.563 56.6098"
"editor_drMapAngle6" "-4 187.247 0"
"editor_drMapPos7" "952.822 285.005 1366.04"
"editor_drMapAngle7" "-74.8 149.373 0"
"editor_drMapPos8" "976 424 320"
"editor_drMapAngle8" "-3 15.3467 0"
"editor_drMapPos9" "409.146 547.464 392.83"
"editor_drMapAngle9" "-16.8 284.947 0"
// primitive 0
{
brushDef3
{
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( 0 1 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0
( -0 -0 -1 1024 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
// primitive 1
{
brushDef3
{
( 0 0 1 -1024 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 62 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 -520 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -512 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 -0 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -512 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 512 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
// primitive 2
{
brushDef3
{
( 0 0 1 -1024 ) ( ( 0.03125 0 0 ) ( 0 0.03125 61.75 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 -512 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -520 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 -0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0.25 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -512 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 512 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
// primitive 3
{
brushDef3
{
( 0 1 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -512 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0
( 0 0 1 -0 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
// primitive 4
{
brushDef3
{
( 0 0 1 -1024 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 62 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 -512 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 -0 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -520 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -512 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 512 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
// primitive 5
{
brushDef3
{
( 0 0 1 -1024 ) ( ( 0.03125 0 0 ) ( 0 0.03125 62.25 ) ) "textures/common/caulk" 0 0 0
( 0 1 0 -512 ) ( ( 0.03125 0 63.75 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 0 0 -1 -0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 63.75 ) ) "textures/common/caulk" 0 0 0
( 0 -1 0 -512 ) ( ( 0.03125 0 0.25 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( -1 0 0 -520 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk" 0 0 0
( 1 0 0 512 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
// primitive 6
{
brushDef3
{
( 0 0 1 -1024 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0 -0 -1 -0 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 1 0 0 -64 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0.7071067811865475 0.7071067811865475 0 117.3797256769668 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -0 1 0 192 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -0.7071067811865475 0.7071067811865475 0 117.3797256769668 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -1 0 0 -64 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -0.7071067811865475 -0.7071067811865475 0 -244.6589462905453 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -0 -1 0 -320 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0.7071067811865475 -0.7071067811865475 0 -244.6589462905453 ) ( ( 0.00390625 0 -0 ) ( -0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
// primitive 7
{
brushDef3
{
( 0 0 1 -1024 ) ( ( 0.00390625 0 510.625 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0 0 -1 -0 ) ( ( 0.00390625 0 510.625 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 1 0 0 -64 ) ( ( 0.00390625 0 510.625 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0.7071067811865476 0.7071067811865476 0 -131.5218613006979 ) ( ( 0.00390625 0 511.0277281758685 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0 1 0 -160 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -0.7071067811865476 0.7071067811865476 0 -131.5218613006979 ) ( ( 0.00390625 0 0.9722718241315029 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -1 0 0 -64 ) ( ( 0.00390625 0 1.375 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -0.7071067811865476 -0.7071067811865476 0 4.242640687119363 ) ( ( 0.00390625 0 0.9722718241315029 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0 -1 0 32 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0.7071067811865476 -0.7071067811865476 0 4.242640687119363 ) ( ( 0.00390625 0 511.0277281758685 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
// primitive 8
{
brushDef3
{
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( 0 0 -1 -0 ) ( ( 0.00390625 0 509.5 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 1 0 0 -64 ) ( ( 0.00390625 0 509.5 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0.7071067811865476 0.7071067811865476 0 -335.1686142824237 ) ( ( 0.00390625 0 510.2322330470336 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0 1 0 -448 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -0.7071067811865476 0.7071067811865476 0 -335.1686142824237 ) ( ( 0.00390625 0 1.767766952966369 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -1 0 0 -64 ) ( ( 0.00390625 0 2.5 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( -0.7071067811865476 -0.7071067811865476 0 207.8893936688451 ) ( ( 0.00390625 0 1.767766952966369 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0 -1 0 320 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
( 0.7071067811865476 -0.7071067811865476 0 207.8893936688451 ) ( ( 0.00390625 0 510.2322330470336 ) ( 0 0.00390625 0 ) ) "textures/darkmod/stone/brick/grainy_blocks01" 0 0 0
}
}
}
// entity 1
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "-384 -384 0"
// dummy brush 0
{
brushDef3
{
( 0 0 -1 0 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( 0 0 1 -8 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( 0 -1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( 1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( 0 1 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
( -1 0 0 -16 ) ( ( 0.125 0 0 ) ( 0 0.125 0 ) ) "_default" 0 0 0
}
}
}
// entity 2
{
"classname" "light"
"name" "light_1"
"_color" "1.00 1.00 1.00"
"light_center" "0 0 0"
"light_radius" "496 496 496"
"nodiffuse" "0"
"noshadows" "0"
"nospecular" "0"
"origin" "0 0 512"
"parallel" "1"
}
Try it compile it just like that and see what it looks like in game. For me it looks like this:
Edited by AluminumHaste, 25 April 2008 - 09:19 AM.