Darkness

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portal2companioncube
108 Posts
Posted Mar 08, 2012
At the end of my map, I have a lift that takes you up to an unknown area. The map ends as soon as the lift starts going up, and I don't want players to be able to see the top of the shaft (which is what would be the top of the elevator shaft). How do make it dark in an area so you can't see it?
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CamBen
973 Posts
Posted Mar 08, 2012
Replied 18 minutes later
dont put a light or just place a black texture around it.
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ChickenMobile
2,460 Posts
Posted Mar 08, 2012
Replied 1 hour later
tools/toolsblack at the end of a long shaft with no lights.
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CamBen
973 Posts
Posted Mar 08, 2012
Replied 3 minutes later

chickenmobile wrote:
tools/toolsblack at the end of a long shaft with no lights.

CamBen wrote:
dont put a light or just place a black texture around it.

since both these posts have been confirmed by eachother, I would think that this is the best solution.

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Another Bad Pun
516 Posts
Posted Mar 08, 2012
Replied 51 minutes later
Another way you could do this which may look more natural would to place a brush with the block light texture in the shaft. In-game, the texture is invisible, but it won't let any light past the brush.

That's what I did in this image to enhance the shadows:

Click Here for Pic
img

If you combine it with an env_fade, it may look pretty neat.

(Pro-tip: Sometimes placing the block light at an angle helps make it seem more natural.)

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Kaleido
272 Posts
Posted Mar 08, 2012
Replied 3 minutes later
Isn't there a setting to "fade to black" on level end? I'm pretty sure there is, but I've never used it... I think I saw it in the map properties at some point. I'd check but I'm at work right now ?_?
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CamBen
973 Posts
Posted Mar 08, 2012
Replied 1 hour later
I had my map of chell's house fade in, but I don't think you can fade out.
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Kaleido
272 Posts
Posted Mar 08, 2012
Replied 3 minutes later
Oooh yea, now that I'm home I'm looking and it's "Level fade in"... that sucks. I guess now that I think about it most Portal maps transition pretty harshly in the game itself... black textures seems like the best bet now I guess.

What the hell does "World is cold" do?!

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neco
134 Posts
Posted Mar 09, 2012
Replied 1 hour later

What about env_fade?!

https://developer.valvesoftware.com/wiki/Env_fade

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RustyDios
154 Posts
Posted Mar 09, 2012
Replied 2 hours later
You could set a trigger_once near the top of your shaft linked to an env_fade with the colours set to black 0 0 0... the trigger should have an output to the env_fade Target Input/ Fade and that will blacken the whole screen ....

If you also have a (single) point_clientcommand in your map you can get the trigger to output to this too with Target Input/Command Parameter/disconnect Delay/ 3 seconds .... which will close your map and send the player back to the main menu ... (alternatively set the command parameter to map xx_xxx_xx ... and this will load a new map in ~ie levelchange, providing the player doesn't alter the "next map" filename)....

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Spam Nugget
492 Posts
Posted Mar 09, 2012
Replied 2 hours later

Kaleido wrote:
What the hell does "World is cold" do?!

I vaguely remember looking that up once, I think it has something to do with L4D2.

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Kaleido
272 Posts
Posted Mar 09, 2012
Replied 14 hours later

It made me curious enough to go look up today:

https://developer.valvesoftware.com/wik ... Worldspawn

Apparently in DoD:Source, it was for steam coming from characters' mouthes when they talk when it's cold outside... lol

I'm surprised they didn't pull that from the worldspawn for other games, since it's completely useless for any other game...

edit: sorry for taking this thread completely off the rails. I hope you figured out your end level fade out haha