Floor lighting physically causing leaks.
Quote from E1025 on January 19, 2008, 10:39 amWe all know floor lighting will be blotchy if you have a leak, well in my map the floor lighting is causing the leaks, looking at the point files the leak goes through the surface of the floor lighting and goes into the void. I made a simple box level to test this and it took a while to get rid of leaks from one floor light. Heres an example in my map (that uses a lot of floor lighting)
[img]http://img264.imageshack.us/img264/8951/leak1gu6.png[/img]
This first picture shows the leak going through the surface of the floor lighting
[img]http://img264.imageshack.us/img264/4010/leak2gt5.png[/img]
This second picture shows the leak weaving in and out of the floor lighting and then coming out the end of another light at the other side of the room (shown below).
I've tried to block up the lighting as best as I can, but it doesn't work. The lighting had even gone through a wall once. There must be some thing I'm doing wrong. leaks can't go through solid surfaces!
We all know floor lighting will be blotchy if you have a leak, well in my map the floor lighting is causing the leaks, looking at the point files the leak goes through the surface of the floor lighting and goes into the void. I made a simple box level to test this and it took a while to get rid of leaks from one floor light. Heres an example in my map (that uses a lot of floor lighting)
[img]http://img264.imageshack.us/img264/8951/leak1gu6.png[/img]
This first picture shows the leak going through the surface of the floor lighting
[img]http://img264.imageshack.us/img264/4010/leak2gt5.png[/img]
This second picture shows the leak weaving in and out of the floor lighting and then coming out the end of another light at the other side of the room (shown below).
I've tried to block up the lighting as best as I can, but it doesn't work. The lighting had even gone through a wall once. There must be some thing I'm doing wrong. leaks can't go through solid surfaces!
Quote from taco on January 19, 2008, 12:22 pmAre you suing solid geometry? Entities such as func_detail won't seal the world.
Also, in the 2nd and 3rd screen cap, why am I seeing grey? Are those holes or are you just not finished applying the nodraw material?
Are you suing solid geometry? Entities such as func_detail won't seal the world.
Also, in the 2nd and 3rd screen cap, why am I seeing grey? Are those holes or are you just not finished applying the nodraw material?
Quote from Beer-Me on January 19, 2008, 1:50 pmHmm. Does any one have the vmf file for the original portal maps (not asking for it) maybe then they could check if the originals had leaks. I'm having trouble getting the "Portal" looking lighting in my maps = probably due to leaks too, if only there was some way to make it really good.
I'm pretty sure hammer came with a level, I havent tried to test that for leaks though but it does have the lights.
Hmm. Does any one have the vmf file for the original portal maps (not asking for it) maybe then they could check if the originals had leaks. I'm having trouble getting the "Portal" looking lighting in my maps = probably due to leaks too, if only there was some way to make it really good.
I'm pretty sure hammer came with a level, I havent tried to test that for leaks though but it does have the lights.
Check out my Portal 2 map, Entrapment!
http://forums.thinking.withportals.com/community-releases/entrapment-1-1-1-t2323.html
Quote from E1025 on January 19, 2008, 1:58 pmQuote:Are those holes or are you just not finished applying the nodraw materialI'm not finished applying the nodraw material.
I'm not finished applying the nodraw material.
Quote from NocturnalGhost on January 20, 2008, 7:49 amYour floor lighting is a func_detail. It needs to be a normal world brush, as entities (like func_detail) don't seal the level.
Your floor lighting is a func_detail. It needs to be a normal world brush, as entities (like func_detail) don't seal the level.