turn off panel_light
I'm trying to make a room with the nice startupish feeling, and I was wondering if it's possible to turn on/off the panel light surfaces behind the glass_lightcovers. I've tried to kill the brush, but it keeps emitting light. Is there a way to do this?
Toaster
I hope this helps.
HammerHead wrote:
Couldn't you just enable/disable a block light textured func brush with the "light_panel" texture behind it?
Since source lighting isn't dynamic, (unless you use env_projected texture which btw probably wouldn't work very well for this situation,) it would just stay the same. That's why I recommend using a light entity for the actual light instead, because you can turn that on and off. The blocklight would just make sure the brush light dosen't get mixed up with the light coming from the entity.
HammerHead wrote:
Couldn't you just enable/disable a block light textured func brush with the "light_panel" texture behind it?
Negativ:
from the wiki: > Quote:
Casts shadows artificially. Only used at compile time by VRAD. Does not seal leaks.
Aka: Can't be enabled/disabled;
If you want to have on/off light you need to give the light a name (like abp said) and turn it on/off in game. Lights with a name will be compiled twice: once for their on state and once for their off state. This is why having a lot of lights with names is a bad idea: it's a lot of work for VRAD 
What valve did for the surprise map (where wheatley breaks you out) is teleport you to an almost exact copy of the chamber with the lights turned off, so I guess if all the lights are turned on at once or something you could give that a shot. Otherwise aside from sets of named lights, I'm not very sure.
lpfreaky90 wrote:
Lights with a name will be compiled twice: once for their on state and once for their off state. This is why having a lot of lights with names is a bad idea: it's a lot of work for VRAD
That's correct; actually, if you have more than two lights with different names shining onto the same surface, it won't even work!
On the other hand, lights with the SAME name have their lighting calculations merged, so it's treated as one big switching light by the game. As long as you only need one "on" state and one "off" state for the whole room, you should be OK.
mtxd wrote:
What valve did for the surprise map (where wheatley breaks you out) is teleport you to an almost exact copy of the chamber with the lights turned off, so I guess if all the lights are turned on at once or something you could give that a shot.
If you can get this to work in your situation then do it! It will look way better than dynamic or switching lights.
Toaster