Light and light-like lights
Quote from Fracture on March 10, 2013, 1:53 amI am making an large elevator for a darkened old area in Aperture, not like any of the models at all. It needs it's own light entity that properly illuminates it, but I cannot make a perfect light source that functions just like the light entity where it isn't too bight at the centre and illuminates in ALL directions, AND can be parented.
I am making an large elevator for a darkened old area in Aperture, not like any of the models at all. It needs it's own light entity that properly illuminates it, but I cannot make a perfect light source that functions just like the light entity where it isn't too bight at the centre and illuminates in ALL directions, AND can be parented.

Quote from josepezdj on March 10, 2013, 3:26 amYou can try making a circle-shaped brush bigger than the upper little circle-light the elevator has, turn it into a func_brush to parent it to the elevator, and texture its down face with some of the light textures like:
- lights/light_panel_cool
- lights/white004
- lights/white009etc.
You can try making a circle-shaped brush bigger than the upper little circle-light the elevator has, turn it into a func_brush to parent it to the elevator, and texture its down face with some of the light textures like:
- lights/light_panel_cool
- lights/white004
- lights/white009
etc.
Quote from Fracture on March 10, 2013, 3:41 am...worth a shot, i guess. o_o
EDIT: HAD NO IDEA BRUSHES COULD DO THAT! except the thing didn't like the idea of being parented to anything. the glowing remained stationary. it still has to move
...worth a shot, i guess. o_o
EDIT: HAD NO IDEA BRUSHES COULD DO THAT! except the thing didn't like the idea of being parented to anything. the glowing remained stationary. it still has to move

Quote from josepezdj on March 10, 2013, 4:05 amIf you are having problems attaching it to the elevator, try using one of the elevator model's attachment points (you can watch for them using your Model Viewer). For example, there is an attachment point on the rear top called longbrake_02, check:
[spoiler]
[/spoiler]
Then create a logic_auto with the following output:- OnMapSpawn > [brush_name] > SetParentAttachmentMaintainOffset > longbrake_02 /delay 0.10 Fire once: Yes
(apart from selecting in the func_brush as Parent the elevator model name!)
If you are having problems attaching it to the elevator, try using one of the elevator model's attachment points (you can watch for them using your Model Viewer). For example, there is an attachment point on the rear top called longbrake_02, check:

Then create a logic_auto with the following output:
- OnMapSpawn > [brush_name] > SetParentAttachmentMaintainOffset > longbrake_02 /delay 0.10 Fire once: Yes
(apart from selecting in the func_brush as Parent the elevator model name!)
Quote from Fracture on March 10, 2013, 10:53 pmActually it's NOT any of the elevator models. Its a service elevator i made from brushes and random models. It's like a service lift for warehouses. I did however have 2 of the tv monitor arms involved to mount it to the rails and I tried parenting the light cube to it
...the illumination still didn't want to budge.
edit: I settled on using a an env_projected texture, but i have to say it isn't satisfiying
Actually it's NOT any of the elevator models. Its a service elevator i made from brushes and random models. It's like a service lift for warehouses. I did however have 2 of the tv monitor arms involved to mount it to the rails and I tried parenting the light cube to it
...the illumination still didn't want to budge.
edit: I settled on using a an env_projected texture, but i have to say it isn't satisfiying
Quote from Brainstone on March 11, 2013, 9:56 amIf the elevator is made out of brushes, why isn't it possible to use static lights? They won't change when the elevator moves, bcause they were calculated at compile time.
Another thing you could try is a light_dynamic with a big angle.
If the elevator is made out of brushes, why isn't it possible to use static lights? They won't change when the elevator moves, bcause they were calculated at compile time.
Another thing you could try is a light_dynamic with a big angle.
Quote from Fracture on March 11, 2013, 12:36 pmfor some reason light_dynamic kept disregarding anything that wasn't a model. I checked the wiki and it indeed said it was glitched
for some reason light_dynamic kept disregarding anything that wasn't a model. I checked the wiki and it indeed said it was glitched
Quote from Lpfreaky90 on March 11, 2013, 12:53 pmFracture wrote:for some reason light_dynamic kept disregarding anything that wasn't a model. I checked the wiki and it indeed said it was glitchedif you want to use a dynamic light in portal 2; use an env_projected texture.
if you want to use a dynamic light in portal 2; use an env_projected texture.
Quote from Fracture on March 11, 2013, 12:56 pmOkay, new kind of glitch, the second the elevator moves, the env_projectedtexture disables itself. Literally no other entity is referring to it, it doesn't even have a name yet
Okay, new kind of glitch, the second the elevator moves, the env_projectedtexture disables itself. Literally no other entity is referring to it, it doesn't even have a name yet
Quote from Lpfreaky90 on March 11, 2013, 12:58 pmFracture wrote:Okay, new kind of glitch, the second the elevator moves, the env_projectedtexture disables itself. Literally no other entity is referring to it, it doesn't even have a name yetis there another env_projected texture in your map?
Does it happen to start at the moment the elevator starts?Because you can only have one active projected texture in portal 2. So if another one is enabled this one is automatically disabled.
is there another env_projected texture in your map?
Does it happen to start at the moment the elevator starts?
Because you can only have one active projected texture in portal 2. So if another one is enabled this one is automatically disabled.