[Solved] Lighting workaround for bridge with issues

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Liam
31 Posts
Posted Aug 30, 2012
I have a bridge (coming out of goo - which is hidden for the moment) which consists of two panels and the corresponding arms. During compilation the panels are up there to have the correct lighting on top. [1] During MapSpawn the two arms are pulled out, the panels attached to them and then they are retracted - this works good BUT when the player jumps into the goo, he will probably notice the different lighting whatever material I will chose once the map is done. [2] Is there any way to prevent the player seing this?

[1] https://dl.dropbox.com/u/31345439/Lighting1.png
[2] https://dl.dropbox.com/u/31345439/Lighting2.png

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NeXT-Gen_P0rtal
74 Posts
Posted Aug 30, 2012
Replied 6 minutes later
I wouldn't know. Every panel like that I've ever seen is lit differently.

On an off-topic note: Hail! Fellow Windows-8 user! :cake: for all users of Windows-8!

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Mevious
205 Posts
Posted Aug 30, 2012
Replied 24 minutes later
The lighting on those surfaces is calculated at compile time, so when they change position, the lighting will look off. What you could do is add two more func_brushes that start at the ground level and only allow them to be visible when the arms are fully retracted. E.g., when the platform raises disable the floor panels and enable the "child" panels of the arms. When the platform reaches the bottom, disable the "child" panels and enable the floor ones. There would be an abrupt change in lighting, but I doubt many people would notice.
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josepezdj
2,386 Posts
Posted Aug 30, 2012
Replied 3 minutes later
@Liam: will you make a clean water or something? because if it's goo, why caring about the look of the floor while you're dying? I don't really understand your intention. Your problem anyway is that on top there is different lighting intensity than into that pit, try to balance the lighting on top of those panels when they're up and they're down.
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Liam
31 Posts
Posted Aug 30, 2012
Replied 9 minutes later

Mevious wrote:
What you could do is add two more func_brushes that start at the ground level and only allow them to be visible when the arms are fully retracted.

This sounds like a workaround which might work but is quite tricky. Do you know maybe any better solution to maybe add a fog or something like that that will hide the whole floor of the goo pit when under water?

josepezdj wrote:
because if it's goo, why caring about the look of the floor while you're dying? I don't really understand your intention. Your problem anyway is that on top there is different lighting intensity than into that pit, try to balance the lighting on top of those panels when they're up and they're down.

It is goo, yet it looks really strange if there is such a sharp edge where you can see the different lighting and I don't want to have any issues in there... it just isn't aesthetic and it would testify that I would be lazy not fixing minor issues!

And please explain me, how am I supposed to balance the lighting in both states? This is nearly impossible so I am in the need of a solution which doesn't involve bruteforcing this.

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FelixGriffin
2,680 Posts
Posted Aug 30, 2012
Replied 10 minutes later
Choose the lighting origin? Disable receiving shadows from lightmaps?
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Liam
31 Posts
Posted Aug 30, 2012
Replied 1 minutes later
To be honest, I never learned much about lighting, so it would require a few explanations what your suggestions actually do and how to actually set them up.
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FourthReaper
356 Posts
Posted Aug 30, 2012
Replied 1 minute later
Relax, nobody will ever notice the textures beneath your goo. I always use tools_black there, and any panes are just a textured brush with lighting compiled at above-surface state. Nobody's gonna' dive in and see what it will look like. :wink:
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Liam
31 Posts
Posted Aug 30, 2012
Replied 8 minutes later
With the hint of FourthReaper I was successful - I just have added a 1 unit thick brush onto my floor with toolsblack on it and I am pleased now.
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FourthReaper
356 Posts
Posted Aug 30, 2012
Replied 16 minutes later

Liam wrote:
With the hint of FourthReaper I was successful - I just have added a 1 unit thick brush onto my floor with toolsblack on it and I am pleased now.

That... that wasn't quite what I meant at all, but if it works for you I guess that's great. :lol:

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Liam
31 Posts
Posted Aug 30, 2012
Replied 8 minutes later
Actually Mevious reminded me that I thought about this only when the bridge is retracted - pulling this out leads to weirs looking arms coming from a black floor sigh but I will probably stick to the current solution.

What did you exactly mean, FourthReaper?

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FourthReaper
356 Posts
Posted Aug 30, 2012
Replied 58 minutes later

Liam wrote:
Actually Mevious reminded me that I thought about this only when the bridge is retracted - pulling this out leads to weirs looking arms coming from a black floor sigh but I will probably stick to the current solution.

What did you exactly mean, FourthReaper?

I meant that people won?t pay any attention to anything in your goo pits. You could hide all your skeletons there, seriously.

But yeah, the models might turn black if their original position is inside of the black (1 unit thick) black textured floor. If you really want a seamless floor under the water, just disable the walkway brushes when they go in the goo.