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Best way to go about this?

I've been trying multiple lighting techniques to get the effect I'm looking for, but I'm not sure if what I'm doing now is using more resources for the map than it should.

Basically I am creating air shaft vents with grates that cast criss-crossed shadows on the opposite walls. I'm using a grate texture with a brush behind it that has tools/blocklight texture to create the effect, but it requires multiple func_details to create the effect.

Is their a better way to do this?

Using Func_details will actually reduce compile time. They do not block visleafs.

Haven't used it myself, but I think this ent should help you create the effect you are looking for:
http://developer.valvesoftware.com/wiki ... tedtexture

Supervillain wrote:
Haven't used it myself, but I think this ent should help you create the effect you are looking for:
http://developer.valvesoftware.com/wiki ... tedtexture

I was originally using the projectedtexture, but I read that portal2 only lets you have one, and removes additional projected textures if you have them. I'm also planning on having like 10 or so in the map. If someone knows if you can have more projectedtextures and its better than the method I'm doing that would be great.

You can only have one projected texture running at one time. You can use inputs and outputs to turn them on and off at different places.

I have three projected textures in my map.. You just have to make sure you only see one at a time. As soon as you turn one on, it turns all the others off.

Have a nice day,
~Sidneys1

EDIT: dammit ABP beat me to it.

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Also important to note that the Elevator instances also each include a env_projectedtexture.

If you're using another in your level you need to make sure to fire a TurnOn at it in order to enable it after you've left the main Entry Elevator (I think the elevator env_projectedtextures automatically turn themselves off when you leave the area).

Great info everyone thank you!

I found out if I have a light_environment thing, objects (for example cubes) will not cast shadow :(

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