func_brush shadow too dark help?
Also this func_brush is parented to a panel with an animation.
http://img853.imageshack.us/img853/1803/portal22012040811414760.jpg
There are dark metal and light metal textures.
The light ones are the black_wall_metal_002 series, except for 002f which is a dark one.
The dark ones are the black_wall_metal_004 series.
I wouldn't recommend the 003 series since they are really strange and they don't have the shapes 002 and 004 have.
Hope that helped. If not, feel free to ask again!
http://img163.imageshack.us/img163/8357/portal22012040821151835.jpg
How did you add light to the map?
Spam Nugget wrote:
Youre not using vertex textures are you? Caues those can screw up lighting and stuff.
Good point.
vertex textures have two states: lit and unlit. If you use these textures in your level it often looks weird. Just change the texture to their non-vertex version and you'll be fine 

But I still don't know whats going on with the textures, I used the same one for all of them, does anyone know about a similar texture that works for dynamic movement as well? I understand the one I have now is wonky.
Bear in mind that the names shown in the texture browser may be cut off, so the word "vertex" may be there, but not visible. (The full name of the selected texture is always shown at the bottom of the window.)
HMW wrote:
Anything that does not have "vertex" in it's name should be fine.
Bear in mind that the names shown in the texture browser may be cut off, so the word "vertex" may be there, but not visible. (The full name of the selected texture is always shown at the bottom of the window.)
I set both the ground and the brush that are next to each other to metal/black_floor_metal_001a which is not a vertex and I get the same thing D:
I never noticed till the last few weeks that I can tell what panels will move when I go into a chamber because the colour is different.Not saying you have anything set to it but maybe double check.Its something I just noticed recently on a few maps
EDIT:Seems lp is saying similar
lpfreaky90 wrote:
The problem is most likely caused by the fact that you move your panels. Lighting is calculated statically. I would recommend having the panels deployed and use a logic_auto to put them down as soon as the map load. That way the lighting is calculated properly
That's a great idea thank you :3 Thanks for the help all! This forum seems pretty helpful.