Dark Testchambers D:
Here is the link to an image:https://www.dropbox.com/s/cl40dcx93dan4iy/2013-07-05_00001.jpg
I want it too look bright like this: https://www.dropbox.com/s/gw25mh0r5f1es2b/2013-06-17_00005.jpg
Please Help Thanks!
Second of all;
light_spots are really easy; you can set the spread angle, color, etc. You will see a preview in hammer; that should give a pretty good indication what will happen.
Projected textures are a bit more tricky;
You can only have one active at the time and one is already being used in the elevator, so in order to have it active in your map you need a trigger to activate it.
Be sure to carefully read all the possibilities and flags here and mess around with it a bit!
And just put them in front of the wall lights, so they appear to be brighter.
Or use those instances instead, they are brighter versions of normal wall lights: Brighter Wall Lights Instances
If all else fails, you may want to edit the observation room instance (PLEASE save it as a new file!) and make the light a bit brighter.
Basically source is an old engine; it first released in 2004 with cs:s, back in 2004 our computers weren't good enough to run a lot of dyanmic shadows; and the way the engine is build it uses heaps of static lights because they're cheaper to render. Thus running on lower spec machines.
If you look at the minimum specifications for portal 2 you will see that they;'re really low compared to other games from 2011.
Basically all shadows in source are static, calculated by vrad in the compile process. That's one of the reasons why compiling a map for source takes so long compared to other engines. There's the possibility for one env_projected texture at the time that will give real-time shadows. So to get the door effect you will need the env_projected texture, because it's not a static light. 