Light NotVisibleAfter going upwardsstrsStaysThat way even...
Quote from 2jons1 on September 13, 2014, 5:23 pmif i enter the spot light again, when in the spot light:
when i i'm not in it and entered it again but it stays like that permanently: btw it's inside the elevator where you spawn in. i also tried with a second spot light, one near the rail and first door, or to be exact, over the rail
if i enter the spot light again, when in the spot light:
when i i'm not in it and entered it again but it stays like that permanently: btw it's inside the elevator where you spawn in. i also tried with a second spot light, one near the rail and first door, or to be exact, over the rail
Quote from Lpfreaky90 on September 13, 2014, 6:51 pmThe reason for that is quite simple; the light in the elevator is an env_projected texture.
Giving the fancy shadows. Because only one can be active at a time they go out once you activate a new one.For performance's sake you generally want to close of the lift after you're out there anyways. So just close the door behind the player (preferably with an func_areaportal as well) and you should be fine!
The reason for that is quite simple; the light in the elevator is an env_projected texture.
Giving the fancy shadows. Because only one can be active at a time they go out once you activate a new one.
For performance's sake you generally want to close of the lift after you're out there anyways. So just close the door behind the player (preferably with an func_areaportal as well) and you should be fine!
Quote from 2jons1 on September 13, 2014, 7:01 pmLpfreaky90 wrote:The reason for that is quite simple; the light in the elevator is an env_projected texture.
Giving the fancy shadows. Because only one can be active at a time they go out once you activate a new one.For performance's sake you generally want to close of the lift after you're out there anyways. So just close the door behind the player (preferably with an func_areaportal as well) and you should be fine!
You mean like, surrounding the elevator with the areaportal?. will it make any change if i use a spotlight on the elevator instead?
Giving the fancy shadows. Because only one can be active at a time they go out once you activate a new one.
For performance's sake you generally want to close of the lift after you're out there anyways. So just close the door behind the player (preferably with an func_areaportal as well) and you should be fine!
You mean like, surrounding the elevator with the areaportal?. will it make any change if i use a spotlight on the elevator instead?
Quote from Lpfreaky90 on September 13, 2014, 7:46 pmno no no no no no no no
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nohttps://developer.valvesoftware.com/wik ... areaportal
http://www.optimization.interlopers.net ... reaportals
no no no no no no no no
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no
https://developer.valvesoftware.com/wik ... areaportal
http://www.optimization.interlopers.net ... reaportals
Quote from 2jons1 on September 13, 2014, 7:49 pmLpfreaky90 wrote:no no no no no no no no
no no no no no no no
no no no no no no
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nohttps://developer.valvesoftware.com/wik ... areaportal
http://www.optimization.interlopers.net ... reaportalsoh well, i have better things to do than fixing this ligtning
no no no no no no no
no no no no no no
no no no no no
no no no no
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no
https://developer.valvesoftware.com/wik ... areaportal
http://www.optimization.interlopers.net ... reaportals
oh well, i have better things to do than fixing this ligtning
Quote from Lpfreaky90 on September 13, 2014, 8:31 pmthe whole point of my post is that you don't need to fix the lighting if you just close the door behind the player...
the whole point of my post is that you don't need to fix the lighting if you just close the door behind the player...
Quote from 2jons1 on September 13, 2014, 9:22 pmLpfreaky90 wrote:the whole point of my post is that you don't need to fix the lighting if you just close the door behind the player...first time i read the other post i thought closing it up with areaportals. but it shall be triggered with trigger (srry for my misunderstanding of you post)
first time i read the other post i thought closing it up with areaportals. but it shall be triggered with trigger (srry for my misunderstanding of you post)