Darkness
Quote from portal2companioncube on March 8, 2012, 6:42 pmAt the end of my map, I have a lift that takes you up to an unknown area. The map ends as soon as the lift starts going up, and I don't want players to be able to see the top of the shaft (which is what would be the top of the elevator shaft). How do make it dark in an area so you can't see it?
At the end of my map, I have a lift that takes you up to an unknown area. The map ends as soon as the lift starts going up, and I don't want players to be able to see the top of the shaft (which is what would be the top of the elevator shaft). How do make it dark in an area so you can't see it?
Quote from CamBen on March 8, 2012, 7:01 pmdont put a light or just place a black texture around it.
dont put a light or just place a black texture around it.
Aperture Science: We do our science asbestos we can!
Quote from ChickenMobile on March 8, 2012, 8:03 pmtools/toolsblack at the end of a long shaft with no lights.
tools/toolsblack at the end of a long shaft with no lights.
Quote from CamBen on March 8, 2012, 8:06 pmchickenmobile wrote:tools/toolsblack at the end of a long shaft with no lights.CamBen wrote:dont put a light or just place a black texture around it.since both these posts have been confirmed by eachother, I would think that this is the best solution.
since both these posts have been confirmed by eachother, I would think that this is the best solution.
Aperture Science: We do our science asbestos we can!
Quote from Another Bad Pun on March 8, 2012, 8:58 pmAnother way you could do this which may look more natural would to place a brush with the block light texture in the shaft. In-game, the texture is invisible, but it won't let any light past the brush.
That's what I did in this image to enhance the shadows:
Click Here for Pic
[spoiler][/spoiler]
If you combine it with an env_fade, it may look pretty neat.
(Pro-tip: Sometimes placing the block light at an angle helps make it seem more natural.)
Another way you could do this which may look more natural would to place a brush with the block light texture in the shaft. In-game, the texture is invisible, but it won't let any light past the brush.
That's what I did in this image to enhance the shadows:
Click Here for Pic

If you combine it with an env_fade, it may look pretty neat.
(Pro-tip: Sometimes placing the block light at an angle helps make it seem more natural.)
Quote from Kaleido on March 8, 2012, 9:01 pmIsn't there a setting to "fade to black" on level end? I'm pretty sure there is, but I've never used it... I think I saw it in the map properties at some point. I'd check but I'm at work right now ?_?
Isn't there a setting to "fade to black" on level end? I'm pretty sure there is, but I've never used it... I think I saw it in the map properties at some point. I'd check but I'm at work right now ?_?
Quote from CamBen on March 8, 2012, 10:57 pmI had my map of chell's house fade in, but I don't think you can fade out.
I had my map of chell's house fade in, but I don't think you can fade out.
Aperture Science: We do our science asbestos we can!
Quote from Kaleido on March 8, 2012, 11:01 pmOooh yea, now that I'm home I'm looking and it's "Level fade in"... that sucks. I guess now that I think about it most Portal maps transition pretty harshly in the game itself... black textures seems like the best bet now I guess.
What the hell does "World is cold" do?!
Oooh yea, now that I'm home I'm looking and it's "Level fade in"... that sucks. I guess now that I think about it most Portal maps transition pretty harshly in the game itself... black textures seems like the best bet now I guess.
What the hell does "World is cold" do?!
Quote from RustyDios on March 9, 2012, 3:33 amYou could set a trigger_once near the top of your shaft linked to an env_fade with the colours set to black 0 0 0... the trigger should have an output to the env_fade Target Input/ Fade and that will blacken the whole screen ....
If you also have a (single) point_clientcommand in your map you can get the trigger to output to this too with Target Input/Command Parameter/disconnect Delay/ 3 seconds .... which will close your map and send the player back to the main menu ... (alternatively set the command parameter to map xx_xxx_xx ... and this will load a new map in ~ie levelchange, providing the player doesn't alter the "next map" filename)....
You could set a trigger_once near the top of your shaft linked to an env_fade with the colours set to black 0 0 0... the trigger should have an output to the env_fade Target Input/ Fade and that will blacken the whole screen ....
If you also have a (single) point_clientcommand in your map you can get the trigger to output to this too with Target Input/Command Parameter/disconnect Delay/ 3 seconds .... which will close your map and send the player back to the main menu ... (alternatively set the command parameter to map xx_xxx_xx ... and this will load a new map in ~ie levelchange, providing the player doesn't alter the "next map" filename)....
