Elevator: Lighting and Doors -solved-

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Brainstone
401 Posts
Posted Aug 03, 2011
  1. I know, that there must be a dynamic light somewhere in the departure elevator. I want to turn it on when the map ends. Until now, all my departure elevators are dark. But no matter how often I scan through the damn exit elevator, I can't find out what its name is.

  2. Did you know, if you name your doors "@Exit_door" and "@Entry_door" the entry door is opened at the start and the exit door is closed at the end automatically by the elevator instances?

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Rubrica
305 Posts
Posted Aug 03, 2011
Replied 30 minutes later
One - try using entity report to find any lights. I'm in bed right now, so I can't find it for you, sorry.

Two - what, do you name the instances that or the prop_dynamics themselves? Or the prop_test chamber_doors? Do they open on map spawn or as the player approaches? If the latter, that sounds really useful, thanks.

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ChickenMobile
2,460 Posts
Posted Aug 03, 2011
Replied 3 hours later

BrainstoneX wrote:
1. I know, that there must be a dynamic light somewhere in the departure elevator. I want to turn it on when the map ends. Until now, all my departure elevators are dark. But no matter how often I scan through the damn exit elevator, I can't find out what its name is.

  1. Did you know, if you name your doors "@Exit_door" and "@Entry_door" the entry door is opened at the start and the exit door is closed at the end automatically by the elevator instances?

For 1. I'm guessing it would be some kind of projected texture entity. Try using the entity report (map->Entity Report) to filter all the env_projectedtexture's in the map and see if any are in the elevator instance.

  1. I never knew that it did it automatically but I knew that the name of the doors were referenced in scripts.
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iWork925
1,080 Posts
Posted Aug 03, 2011
Replied 44 minutes later
If its the default turbine elevators used by valve, I know for a fect that the default instances use projected textures, they automatically turn of when you leave the turbine room.
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Brainstone
401 Posts
Posted Aug 04, 2011
Replied 6 hours later

Quote:
Two - what, do you name the instances that or the prop_dynamics themselves? Or the prop_test chamber_doors? Do they open on map spawn or as the player approaches? If the latter, that sounds really useful, thanks.

You got to name the prop_testchamber_doors "@Entry_door" and "@Exit_door" and they will open and close when the player passes a trigger, which is in the elevator instances. I discovered that while searching for the projected light in them.

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Rubrica
305 Posts
Posted Aug 04, 2011
Replied 12 minutes later
Sounds lovely, thanks, I'll set that up soon.
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Brainstone
401 Posts
Posted Aug 04, 2011
Replied 1 hour later
Ok. Guess what? The departure elevator has NO dynamic or projected light anywhere. I solved my problem by stumbling over this thread: post45197.html?hilit=elevator%20lighting#p45197
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KenJeKenny!?
238 Posts
Posted Aug 05, 2011
Replied 1 day later

iWork925 wrote:
If its the default turbine elevators used by valve, I know for a fect that the default instances use projected textures, they automatically turn of when you leave the turbine room.

Sadly, they don't :S I couldn't get any other env_projectedtexture's working because my elevator light wouldnt go out.

BrainstoneX wrote:
Ok. Guess what? The departure elevator has NO dynamic or projected light anywhere. I solved my problem by stumbling over this thread: post45197.html?hilit=elevator%20lighting#p45197

Actually they do :razz: (it's in the lift-module)... so have the trigger (that also opens the door right after the elevator) send an output to the instance like this: instance:light_elevator_dynamic;TurnOff and the TurnOn variant for your exit elevator.

Turning shadows on/off on the floor model is just a workaround...

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Brainstone
401 Posts
Posted Aug 05, 2011
Replied 2 hours later
@kenjekenny:
Well, I used the entity report and I didn't have any other env_projectedtextures or light_dynamics in my map except for the one in the arrival elevator and the one in my chamber. (Actually, I just tell it to TurnOn, it works fine for me, don't know what your problem is). What I was referiing to this thread was to compile the map in HDR and LDR final. But unless you can tell me the exact name of the light in the departure elevator is, I don't believe there is one.