Panel lighting problem
Hello,
In my map I placed some rotating panels and some panels that are moved by robotic arms. Both of this in their default position don't look the same as the wall next to them. How can I fix this?
iWork925 wrote:
Create a point_target in front of the panel and set the brush's lighting origin to the target.
You mean an info_target. In the properties help section it says to use a path_track as the lighting origin, ignore this.
Speaking of which, what are vertex textures good for?
Also, Valve uses a path_track in their maps as lighting origins and more importantly a func_brush doesn't have a lighting origins, as far as I know only props have this property
Answering your original problem:
A Func_brush you can set a minimum light value. Set this value higher (from 5-50) to make the brush lighter.
If you want lighting to appear more natural when they are moved into place, try using a dynamic light pointed at your panels. Be warned though: dynamic lights are resource hungry and usually are extremely buggy (also very annoying to set up on when first creating them. If you cannot get it to work, pm me and I will send a prefab I made).
An env_projectedtexture also will render real-time lighting that will make it look more realistic.