func_door or brush surface lighting not changing [solved]
Posted Dec 13, 2013
I dont know why, but on my func_door the lighting does not change when it moves into a darker area (I use a door for a vertical mini-elevator that goes down into a dark hatch). I've tried to use a normal nodraw vertical line as door then parenting a func_brush to it which is on its top, but the result was the same, it stays bright, and it looks weird when I look down into the hole and the platform "glowing" in the dark. Usually it works well.
I'm testing elements for my next map, solved almost every problem except this. Here is the example BSP+vmf where I test things before adding to the main map. Tried shadow settings, moving the origin, nothing.
I'm testing elements for my next map, solved almost every problem except this. Here is the example BSP+vmf where I test things before adding to the main map. Tried shadow settings, moving the origin, nothing.
Ignore the other elements. The turret respawns after got tipped or destroyed by a button, thats when the turret dispenser activates and the platform under it goes down (if there is no player or object near the black tiles on the floor, its to prevent jumping in the hole or to pick the turret before the sequence completes)
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Posted Dec 13, 2013
Replied
2 hours
later
The Lightning of a brush doesnt change if it is in a darker/brighter area,
Use just an env_projected_texture
Use just an env_projected_texture
Or just use propper to make a model
Posted Dec 13, 2013
Replied
1 hour
later
You could also try a light_dynamic entity. I don't really know their limits because I've never really worked with them a lot.
Posted Dec 13, 2013
Replied
3 hours
later
the lighting of brushes doesn't change because it's done in vrad and baked in dynamically;
env_projected_texture is a good way to go; or just turn it into a model; (make sure the texture is a vertexlitgeneric shader then and it should adjust properly!
env_projected_texture is a good way to go; or just turn it into a model; (make sure the texture is a vertexlitgeneric shader then and it should adjust properly!
Posted Dec 14, 2013
Replied
3 hours
later
Hmm. Then maybe I just use an ingame model with similar size as platform. Or maybe an arm. I've never used propper or made any model. And this is the first time I re-textured a model (switch).
I've tought about the projected texture, but there will be one already in the room plus thats too "sharp" for me.
I've tought about the projected texture, but there will be one already in the room plus thats too "sharp" for me.
Posted Dec 14, 2013
Replied
11 minutes
later
With the projected texture, you could disable shadows and have it work with another. You'll just have to be creative because no shadows = Ugly. Maybe set the FarZ just a bit past whatever you're moving. With projectedtextures, you can have as many as you want on, but you can only have one casting shadows.
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Posted Dec 14, 2013
Replied
1 hour
later
ye I know, but where I need it, you can see the other active projected, thats why it cant work. plus the object slowly goes into the shadow after a distance, and for that I would need a ang
ed projected texture light. and if an object moves away from the projected, after farZ, it just goes into dark instantly. I will just use a model, looks better
Thanks for the helps.
ed projected texture light. and if an object moves away from the projected, after farZ, it just goes into dark instantly. I will just use a model, looks better

Thanks for the helps.