missing model skin??

Phisionary

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Hi. Annoying little problem I have. I'm trying to get my light to look lit.

I'm using a standard HL2 model, "props_interiors/LightBulb03a.mdl"
--documentation, i.e. http://developer.valvesoftware.com/wiki/HL2_light_props
...and other people, i.e. http://www.snarkpit.net/forums.php?forum=6&topic=2937&goto=20
certaintly seem to think that it has a 'lit' skin. I can't find it or get it to work. Even the model viewer seems to show it as having 2 skins. In-game, no luck.

Now, I am a mostly a newb so I might be doing something dumb. Does this model have an 'on' skin or do I have to find a different model?

And as a realated problem... I thought I could overcome my skin issue by making a env_sprite for my bulb big enough to cover up the fact that my light wasn't lit.

So, there is the setting "Size of Glow proxy geometry" -->
"Size of the glow to be rendered for visibility testing. Must be larger than the distance from the sprite center to empty space. So if this glow is inside geometry (like a light bulb), set this value to be bigger than the bulb's radius."

But, no matter what I set it to, the unlit bulb shows up in front of the sprite. :angry:
Something I'm doing, or just the way it is? My env_sprite is inside the light geometry, BTW. In case that makes a difference. It didn't look right if it wasn't...

Thx,
 
doesn't seem lit to me. here it is, in game, with what is supposed to be the lit skin:
around the bulb is my sprite showing.. it's mode is currently 'additive'
 
lol, it looks like the sprite is in the model and that there are no light entities nears the bulb model.
 
first, yes the sprite is in the model. it looks very odd if it isn't. i thought that was what the point of having a geometry proxy distance, just like with the env_glow (which works fine, btw)

secondly, it shouldn't matter if there is a light nearby. 'lit' models are supposed to use self-illuminated textures, don't they?

i think all the other lights I used are like that...
 
well, for the time being, the issue is moot.

while messing with this, it occurred to me that I was using old fgd's. So, I updated them, and lo and behold...

"World Space Glow" -- the old fgd's didn't have this entry, I dont think.

SO. I try it, and it ALMOST looks like the bulb is lit now. If the light cast on it is very low, it still has a not-lit look, but i think i can tinker and make it look good.

moral: update your fgd's

...and RaevenO, if you read this, it seems to me that the description of "World Space Glow" inside the fgd's is innacurate:
'World Space Glow' is the same as 'Additive,' but if the sprite's origin is obscured, the entire sprite will be invisible.
All are visible with an obscured origin, but the "World Space Glow" option is visible over model geometry.

..and btw the front-page fgd download links at editlife seem to be dead.

here's a screenie I took of the three sprite render modes relevent to light bulbs.

lamptest3aw.jpg

left is 'Glow- sprites get bigger with distance'
middle is 'Additive'
right is 'World Space Glow'
edit: whoops, got a couple of those mixed up. :p heheh

Note: all three sprites are inside model geometry, and have proxy geometry values of 4, which is well outside of the bulb model.
 
One of our users once made a very good example map showing what World Space Glow does. But now I can't find that map...

It's difficult to fit a proper documentation in those little help boxes, especially when there's no outward indication that you can scroll down in them :/ But the behaviour exhibited in the screenshot is new to me--I would have sworn the two were totally identical.

And yes, those front-page links are broken. Someone's been editing the header without downloading a new one from the server first... hisssss
[It's fixed now. Thank you.]
 
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