Blocking light_environment lighting
Quote from ALLOcatedS (ALLOS) on October 27, 2013, 11:03 pmI'm making a map, and part of it utilizes the sky.
Meaning, a skybox.
Thing is, this light source, in each room it is present in, is supposed to start blocked out by a hatch in the ceiling. Said hatch is made of func_doors. But, the light shines right through them.
I've tried my best to remedy this issue, like temporary func_brushes with the BLOCK LIGHT texture, or any other texture, and trying to use other brush entities to block the light to no avail.If someone can help me here, it would be greatly appreciated.
And if it's impossible, I'm very disappointed.
I'm making a map, and part of it utilizes the sky.
Meaning, a skybox.
Thing is, this light source, in each room it is present in, is supposed to start blocked out by a hatch in the ceiling. Said hatch is made of func_doors. But, the light shines right through them.
I've tried my best to remedy this issue, like temporary func_brushes with the BLOCK LIGHT texture, or any other texture, and trying to use other brush entities to block the light to no avail.
If someone can help me here, it would be greatly appreciated.
And if it's impossible, I'm very disappointed.

Quote from Arachnaphob on October 27, 2013, 11:58 pmIf you don't already have an env_projectedteture in your map, that may work. If you have multiple holes in the ceiling, it may be weird to work with, given that only one can be on t a time. Try placing it in the hole with the desired angle. The thing about the light source you may be using is that it probably can't support dynamic shadows. The env_projectedtexture is capable of doing dynamic shadows, and therefore would look real good in your scene. If you already have one on, try placing a light_dynamic. It's shadows are crappier, but it should work(ish) in the end.
Here is a tutorial by the brilliant tophattwaffle:
http://m.youtube.com/watch?v=tTq-hRyxCZU
If you don't already have an env_projectedteture in your map, that may work. If you have multiple holes in the ceiling, it may be weird to work with, given that only one can be on t a time. Try placing it in the hole with the desired angle. The thing about the light source you may be using is that it probably can't support dynamic shadows. The env_projectedtexture is capable of doing dynamic shadows, and therefore would look real good in your scene. If you already have one on, try placing a light_dynamic. It's shadows are crappier, but it should work(ish) in the end.
Here is a tutorial by the brilliant tophattwaffle:
http://m.youtube.com/watch?v=tTq-hRyxCZU
Musical website Moddb
Quote from ALLOcatedS (ALLOS) on October 28, 2013, 12:28 amMmm, well, I did an experiment with light entities, and it seems that no matter what light entity I used, it would pass through the brushes beneath it.
Mmm, well, I did an experiment with light entities, and it seems that no matter what light entity I used, it would pass through the brushes beneath it.

Quote from FelixGriffin on October 28, 2013, 8:20 amYes, most light in the Source SDK is static (baked into the map). As Arachno said, you need an env_projectedtexture for nice dynamic shadows.
Yes, most light in the Source SDK is static (baked into the map). As Arachno said, you need an env_projectedtexture for nice dynamic shadows.
Quote from Arachnaphob on October 28, 2013, 11:08 amBe sure to have Enable Shadows on and the flag Always Update checked
Be sure to have Enable Shadows on and the flag Always Update checked
Musical website Moddb