Best way to go about this?

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Sleepless Mickey
16 Posts
Posted May 27, 2011
I've been trying multiple lighting techniques to get the effect I'm looking for, but I'm not sure if what I'm doing now is using more resources for the map than it should.

Basically I am creating air shaft vents with grates that cast criss-crossed shadows on the opposite walls. I'm using a grate texture with a brush behind it that has tools/blocklight texture to create the effect, but it requires multiple func_details to create the effect.

Is their a better way to do this?

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Marlovious
111 Posts
Posted May 27, 2011
Replied 43 minutes later
Using Func_details will actually reduce compile time. They do not block visleafs.
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Supervillain
34 Posts
Posted May 27, 2011
Replied 1 minutes later

Haven't used it myself, but I think this ent should help you create the effect you are looking for:

http://developer.valvesoftware.com/wiki ... tedtexture

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Sleepless Mickey
16 Posts
Posted May 27, 2011
Replied 31 minutes later

Supervillain wrote:
Haven't used it myself, but I think this ent should help you create the effect you are looking for:
http://developer.valvesoftware.com/wiki ... tedtexture

I was originally using the projectedtexture, but I read that portal2 only lets you have one, and removes additional projected textures if you have them. I'm also planning on having like 10 or so in the map. If someone knows if you can have more projectedtextures and its better than the method I'm doing that would be great.

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Another Bad Pun
516 Posts
Posted May 27, 2011
Replied 4 minutes later
You can only have one projected texture running at one time. You can use inputs and outputs to turn them on and off at different places.
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Sidneys1
89 Posts
Posted May 27, 2011
Replied 2 minutes later
I have three projected textures in my map.. You just have to make sure you only see one at a time. As soon as you turn one on, it turns all the others off.

Have a nice day,
~Sidneys1

EDIT: dammit ABP beat me to it.

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VitaminZed
28 Posts
Posted May 27, 2011
Replied 4 minutes later
Also important to note that the Elevator instances also each include a env_projectedtexture.

If you're using another in your level you need to make sure to fire a TurnOn at it in order to enable it after you've left the main Entry Elevator (I think the elevator env_projectedtextures automatically turn themselves off when you leave the area).

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Sleepless Mickey
16 Posts
Posted May 27, 2011
Replied 1 hour later
Great info everyone thank you!
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DaMaGepy
361 Posts
Posted May 27, 2011
Replied 2 hours later
I found out if I have a light_environment thing, objects (for example cubes) will not cast shadow :sad: