Light in movelinear chamber
Quote from CaretCaret on September 5, 2011, 6:05 amSo 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:
And after:Since there is no lightsource there when its moved into place they get all dark.
What to do?
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:
And after:
Since there is no lightsource there when its moved into place they get all dark.
What to do?
"I hear voices. But I ignore them and I just carry on killing."
Quote from KenJeKenny!? on September 5, 2011, 8:17 amHow did you compile?
How did you compile?
Quote from Rubrica on September 5, 2011, 8:19 amI think they used env_projected_textures for those parts, so experiemnt with those a bit.
I think they used env_projected_textures for those parts, so experiemnt with those a bit.
Quote from CaretCaret on September 5, 2011, 8:23 amcompiled 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?
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?
"I hear voices. But I ignore them and I just carry on killing."
Quote from Vordwann on September 5, 2011, 8:32 amI'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.
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.
[spoiler][SP] Alternate[/spoiler]
Quote from CaretCaret on September 5, 2011, 8:46 amWell... that would work... for any map but this one. Im so great!
Well... that would work... for any map but this one. Im so great!
"I hear voices. But I ignore them and I just carry on killing."
Quote from Another Bad Pun on September 5, 2011, 9:24 amTry compiling with Advanced mode on Full Compile- Both- Final- (Slow!) Using this should enable -staticproplighting which should fix your problem.
Try compiling with Advanced mode on Full Compile- Both- Final- (Slow!) Using this should enable -staticproplighting which should fix your problem.
Quote from CaretCaret on September 5, 2011, 9:34 amIt should not, for they are not static they are dynamic.
It should not, for they are not static they are dynamic.
"I hear voices. But I ignore them and I just carry on killing."
Quote from Another Bad Pun on September 5, 2011, 11:25 amCaretCaret 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!
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!
Quote from CaretCaret on September 5, 2011, 11:57 amWell yes I have tried it and I cant see how it would solve my problem. Its not with the shadows I have problems.
Well yes I have tried it and I cant see how it would solve my problem. Its not with the shadows I have problems.
"I hear voices. But I ignore them and I just carry on killing."
