Some level problems
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764257122
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764250608
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731764242191 (the floating light was added because of the next picture)
http://steamcommunity.com/id/jayfeather113/screenshot/1137411731756582132 (from before I added the floating light; see how dark it is?)
I really do not understand why it's so dark; I can't mess with the scale of the texture because I used instances for all the lights. Am I forgetting something important? Are my textures wrong like last time? Am I using the wrong instances? (They're the "med" lights; the ones at the end of the list didn't extend the way I wanted them to.) Or, is it actually working correctly and I just need more lights? I'm confused... Here's the level:
https://dl.dropbox.com/u/26851686/h_s_area1.bsp
(Also, you'll really have to bear with me regarding getting this fixed; I literally cannot play a level in Portal 2 without my graphics driver crashing, which crashes my computer if portal 2 is not killed fast enough, so I really have to rely on everyone else to make sure this looks right...)
Plus, you can change the texture scale. Just edit the instance and save it as something else.
Anyway, I noticed that you were using alot of the metal texture. The metal texture absorbs most of the light, so if you can, add some white tile textures. The light will be able to reflect off those making the scence much more illuminated.
I also recomend you get a better Graphics Driver sometime... it will be nearly impossible to map otherwise. :p
Check this: click F9 > click "Expert..." and check if the command $light_exe is checked
josepezdj wrote:
@pikaguy900: Maybe you are not compiling lights


Another Bad Pun wrote:
Anyway, I noticed that you were using alot of the metal texture. The metal texture absorbs most of the light, so if you can, add some white tile textures. The light will be able to reflect off those making the scence much more illuminated.
I didn't use the white tiles because I wasn't going to use this for Portal 2 at all, so I wouldn't have access to the portal gun, therefore I figured the white walls would be pointless...
Quote:
I also recomend you get a better Graphics Driver sometime... it will be nearly impossible to map otherwise. :p
Can't! What I need to upgrade is my graphics CARD, since it's integrated intel (don't ask, I don't feel like explaining it), but I'm told that due to the wattage of my computer, I literally cannot use a different card. My only solution, then, is to buy a new computer- way out of my price range right now. :/
Also, I just had the fog tested; it seems to have brightened the place up very well, although I'd like to not have to use it. I'd use the white walls, but I'm worried they'll detract from the room if they're not used for anything whatsoever.
UsCobra11 wrote:
If you don't have a portal gun, most of the surfaces should be white. That's always a good thing to do.
yah rooms look better in white... then use warm lights.... and you shouldn't leave all the lighting to those lightstrips, although that is a good plan to start with for style purposes
I'm really glad to see someone building a map from scratch instead of using the PTI especially someone new 
Could you attach your vmf file,so i'll check if it works?
I also just decompiled it and I don't see any of the props (desk, chair, monitor) in the decompiled version of the map, so one of those may be it.
Bluntman wrote:
Looks like i found the cause of trouble.For some reason you used prop_detail's for props in the observation room.Replacing them with prop_static's should fix the problem.
Oh. I didn't realize prop_static existed. lol. Thanks! Now I can keep the props in the room. 
EDIT: Okay, I have a new problem now. I'm using an instance for my level's entry door, but I can't figure out how to make it open. The instance is named Door 1, and if I pass "Open" to it as an input, the door opens...but you can't walk through it. I'm assuming this is because, as the wiki says, the instances use areaportals. So, my question is: how the heck do I make this work correctly? The instance I'm using is portal_entry_door_black. I'd use the door prop instead of an instance, but something tells me I should use this instance for consistency's sake since the door here looksdifferent than the prop door...
instances/door/door_entities/door_ents.vmf
You can use the prop_testchamber_door as-is, but the instance has some nice benefits, like the aforementioned areaportal.
The portal doors you're currently using, actually work like portals, in that they connect two different places in the map. You need to place these in pairs and connect them somehow. (I forget how exactly.)
Note that the normal door instance doesn't come with a surrounding circular wall piece, so you have to build that yourself.
(Or just swipe one from one of the "frame_*" instances in "instances/door/portal_door_entities".)
So, tell me, what advantages does the instance have over a normal testchamber door prop?