Light in movelinear chamber

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CaretCaret
290 Posts
Posted Sep 05, 2011
So Ive made one of those wheatley chambers where he combines 2 chambers, and Ive got some light problem with the props:
Before the chamber is moved into place:
img
And after:
img

Since there is no lightsource there when its moved into place they get all dark.
What to do?

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KenJeKenny!?
238 Posts
Posted Sep 05, 2011
Replied 2 hours later
How did you compile?
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Rubrica
305 Posts
Posted Sep 05, 2011
Replied 1 minutes later
I think they used env_projected_textures for those parts, so experiemnt with those a bit.
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CaretCaret
290 Posts
Posted Sep 05, 2011
Replied 4 minutes later
compiled with: vrad normal, vvis fast

I could use projectedtexture but there are kinda two separate areas(cant light with only 1 light), and you can only have 1 projectedtexture right?

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Vordwann
767 Posts
Posted Sep 05, 2011
Replied 9 minutes later
I'd suggest mapping with the two chamber pieces together so when you compile lights it works. Pretty much, the player is going to notice if two halves of your testchamber have a big break in the shadows. They won't notice if the two testchambers come together and the shadows are continuous. Just map with the two pieces together, and then have them quickly move apart on the map spawn before the player gets a chance to see them.
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CaretCaret
290 Posts
Posted Sep 05, 2011
Replied 13 minutes later
Well... that would work... for any map but this one. Im so great!
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Another Bad Pun
516 Posts
Posted Sep 05, 2011
Replied 37 minutes later
Try compiling with Advanced mode on Full Compile- Both- Final- (Slow!) Using this should enable -staticproplighting which should fix your problem.
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CaretCaret
290 Posts
Posted Sep 05, 2011
Replied 10 minutes later
It should not, for they are not static they are dynamic.
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Another Bad Pun
516 Posts
Posted Sep 05, 2011
Replied 1 hour later

CaretCaret wrote:
It should not, for they are not static they are dynamic.

Actually, yes it will. (Unless you've already tried it or something and I'm wrong.) It accounts for all props, static or not. Source usually only uses the prop's origin for lighting, but that can be buggy as you have shown. -staticproplighting was introduced in 2007, so it has to be put in manually. However, Full Compile- Both- Final -(slow!) already has the variable put in. Look at YM's Nodraw.net lighting article for more information. (And his tutuorial applies for all games, not just TF2.) Hope this helps!

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CaretCaret
290 Posts
Posted Sep 05, 2011
Replied 31 minutes later
Well yes I have tried it and I cant see how it would solve my problem. Its not with the shadows I have problems.
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Another Bad Pun
516 Posts
Posted Sep 05, 2011
Replied 28 minutes later
Hmmm... There has to be some variable that controls stuff like that... I think it actually may be the props themselves: My track train model in eco_leaf dosen't do that... That could explain why the Wheatley observation rooms always seem to be empty.
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Reload
22 Posts
Posted Sep 05, 2011
Replied 6 hours later
Disable shadows I also think there is a thing for making it not get shadows. Try this!!!!!
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Vordwann
767 Posts
Posted Sep 05, 2011
Replied 11 minutes later
You can set a lighting source for prop_dynamics, either some sort of light or an info_lighting (recommended because it takes data from all the lights in a space)
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CaretCaret
290 Posts
Posted Sep 06, 2011
Replied 9 hours later
Ok, but I also have some prop_floor_buttons would it work for them?
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Vordwann
767 Posts
Posted Sep 06, 2011
Replied 2 hours later
I think they have a lighting origin choice. Just look and see! :biggrin:
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CaretCaret
290 Posts
Posted Sep 06, 2011
Replied 4 minutes later
They sure don't! :biggrin: