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When I try any lights at night, they don't seem to work properly and shadows do not work properly.
Not sure why this is, but I do not like it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=185500148
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=185499435
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=185765596
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=185765671
You can see that compared to my previous post, the lights are more radiant then the construct_flatgrass_V6-2 day night cycle script.
Also about the shadow problems.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=185767267
If I recall, the shadow is supposed to face away from the source of light.
There's only 1 server which implemented it correctly, which would be the AMS advanced build server.
I am not sure what is causing this problem but it shouldn't really happen.
The more bright lights are probably caused by the contrast between the darkness and the light. On gm_construct_flatgrass_v6-2 the darkness is much brighter than on that other map, so the difference between the lights and the map is less strong. That's probably causing the light to look less bright.
I think making the darkness more dark would, cause more problems at daytime, because of source limits the day shadows are the light of the night. The nighttime is basically putting everything under a shadow.
The best way to get true results, would be to include some day/night override on the script so you can actively make it day/night on preference, then compare your script with a re-compiled version of the map, take screenshots noting accurate measurements of where you put your items, shine lights etc. because my screenshots can only be taken in a certain sequence of the script so I don't really have enough time to note exact measurements of everything.
The recompiled map would act like a comparison, being set in close to the atmosphere of wshich you have achieved in the script, then go to the place you took the measurements in and creae more screenshots and compare your script with the map, note any differences and try to work it out.
I think the only way to work out this problem, would be through deep anyalsis.
(maps i have made)
You can download the vmf[xp-dev.com] of the map and extract the important entities. They are grouped and next to a spawn area. Just search for the env_sun or light_environment entity. Then you need to adjust the map filter in the script in line 12.
However, use it properly you would need to fully read the script and to know what you do. Because it's meand to be adjusted by the mapper.