Opening up "Demonstration" levels?
Quote from reepblue on January 7, 2009, 9:51 pmSnakeRX wrote:I saw two different 'hazard' orange textures in there, do they both cast light?Its gone now.
Its gone now.
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Quote from Test Subject on January 8, 2009, 10:27 amSo, was there like a real place to download that map?
So, was there like a real place to download that map?
Quote from Remmiz on January 8, 2009, 12:14 pmTest Subject wrote:So, was there like a real place to download that map?sbrown wrote:No, these were never released to the public by valve.
Quote from CabooseJr on January 9, 2009, 3:35 pmTest Subject wrote:So, was there like a real place to download that map?Nope, people would just remake it.
Nope, people would just remake it.
Quote from reepblue on January 10, 2009, 12:21 amThink my remake is the closest remake I ever seen. But I also counted wall panels and stuff. But also I think when Portal was in its Alpha stage I think it was using Source Engine 11, then 14. But I'm not 100% sure.
Think my remake is the closest remake I ever seen. But I also counted wall panels and stuff. But also I think when Portal was in its Alpha stage I think it was using Source Engine 11, then 14. But I'm not 100% sure.
The more you give, the less appreciated it will be received.
Quote from dvlstx on January 24, 2009, 10:28 amreepblue wrote:I was debating my self on that. The orange texture makes a unwantable orange light. I'll look into it.I have this problem in my maps and I know how to fix it. Take your func_brush or movelinear or whatever the VISIBLE BRUSH for your crusher, wall, etc is. Change the option in it for generating lightmap shadows to yes.
ie: You have the crusher with an orange light above it. The light shines thru as if there was no crusher there. You click on the func_brush crusher and check generate lightmap shadows. NOTE: It only creates shadows for its starting position.
I have this problem in my maps and I know how to fix it. Take your func_brush or movelinear or whatever the VISIBLE BRUSH for your crusher, wall, etc is. Change the option in it for generating lightmap shadows to yes.
ie: You have the crusher with an orange light above it. The light shines thru as if there was no crusher there. You click on the func_brush crusher and check generate lightmap shadows. NOTE: It only creates shadows for its starting position.
Quote from sbrown on January 24, 2009, 1:09 pmdvlstx wrote:I have this problem in my maps and I know how to fix it. Take your func_brush or movelinear or whatever the VISIBLE BRUSH for your crusher, wall, etc is. Change the option in it for generating lightmap shadows to yes.ie: You have the crusher with an orange light above it. The light shines thru as if there was no crusher there. You click on the func_brush crusher and check generate lightmap shadows. NOTE: It only creates shadows for its starting position.
The EASIEST way it to put a no draw textured brush just under the grate. Problem solved
Edit: also you can rescale the orange texture to 50x 50y to get rid of it's light (just like the white textures)
ie: You have the crusher with an orange light above it. The light shines thru as if there was no crusher there. You click on the func_brush crusher and check generate lightmap shadows. NOTE: It only creates shadows for its starting position.
The EASIEST way it to put a no draw textured brush just under the grate. Problem solved
Edit: also you can rescale the orange texture to 50x 50y to get rid of it's light (just like the white textures)
Quote from reepblue on January 24, 2009, 3:50 pmActually, I found out that in the crusher demonstration level, there was no orange light at all. I removed the orange light and looks like the level.
Besides, I just redid the map. . . . lol
Actually, I found out that in the crusher demonstration level, there was no orange light at all. I removed the orange light and looks like the level.
Besides, I just redid the map. . . . lol
The more you give, the less appreciated it will be received.