Lightmaps on rotating doors
Quote from Brainstone on July 8, 2011, 8:24 amIn my map are 4 func_door_rotating entities beneath each other, which turn around 180 degrees when pressed at a button. One side is black and the other white, so once the player has got to the button he can easily portal to the reached area again. The problem now is, that the sides of the panel, which are hidden at the start, are not lit and are black. But putting a light there only results in strange light appearances:
1. They can never simulate the actual lighting of the other side perfectly
2. When the four doors rotate by 180 degrees, the light is parted like in the uploaded picture.So what I mainly want is to render the lighting of the doors again, when they turn around.
In my map are 4 func_door_rotating entities beneath each other, which turn around 180 degrees when pressed at a button. One side is black and the other white, so once the player has got to the button he can easily portal to the reached area again. The problem now is, that the sides of the panel, which are hidden at the start, are not lit and are black. But putting a light there only results in strange light appearances:
1. They can never simulate the actual lighting of the other side perfectly
2. When the four doors rotate by 180 degrees, the light is parted like in the uploaded picture.
So what I mainly want is to render the lighting of the doors again, when they turn around.
Quote from Groxkiller585 on July 8, 2011, 8:43 amwell judging from the lighting of the shot, you best bet would be to make the inner light have an extremely high constant (10000) no quadratic (0) and then balance color and brightness until it can blend with the room's lighting.
well judging from the lighting of the shot, you best bet would be to make the inner light have an extremely high constant (10000) no quadratic (0) and then balance color and brightness until it can blend with the room's lighting.

Quote from ChickenMobile on July 8, 2011, 9:03 amIsn't there models for panels a certain size? Unless they are used for destruction purposes.
Isn't there models for panels a certain size? Unless they are used for destruction purposes.
Quote from Brainstone on July 8, 2011, 9:25 amWhat do you mean with models? You can't place portals on props, can you?
What do you mean with models? You can't place portals on props, can you?
Quote from taboo54 on July 8, 2011, 9:35 amhttp://developer.valvesoftware.com/wiki/Panels
I don't 'know how advanced in Hammer you are, but don't look at this and say it's too complicated without trying
I learned a lot about hammer just making panels
http://developer.valvesoftware.com/wiki/Panels
I don't 'know how advanced in Hammer you are, but don't look at this and say it's too complicated without trying
I learned a lot about hammer just making panels
Quote from Kasc on July 8, 2011, 9:58 amMake it so they spawn in the open position and close them with a logic_auto at the start of the map.
Make it so they spawn in the open position and close them with a logic_auto at the start of the map.
Quote from Brainstone on July 8, 2011, 9:59 amI have already created lots of panels, but these here have to rotate 180 degrees. You can`t do this via the method described there, using these robot arms. I think I'll try creating a func_brush and parent it to a func_door rotating. That may work.
I have already created lots of panels, but these here have to rotate 180 degrees. You can`t do this via the method described there, using these robot arms. I think I'll try creating a func_brush and parent it to a func_door rotating. That may work.
Quote from PrejudicedNanobot on July 8, 2011, 10:37 amA quick (if not particularly elegant) way to deal with this type of thing is to specify a minimum light level for the brush entities in question.
A quick (if not particularly elegant) way to deal with this type of thing is to specify a minimum light level for the brush entities in question.
Quote from Another Bad Pun on July 8, 2011, 11:00 amYou could try using smoothing groups or maybe info_lighting.
You could try using smoothing groups or maybe info_lighting.
Quote from Vordwann on July 8, 2011, 4:39 pmAlso, I feel like it would confuse the player in general if pressing the button turned some panels white for a short time, but didn't apply to the puzzle. They would think that they had to do something speedy with elements in the puzzle portaling on to those faces. Just a suggestion: Make a normal static portalable object for them to portal back down with and only use rotating panels for puzzle elements.
Also, I feel like it would confuse the player in general if pressing the button turned some panels white for a short time, but didn't apply to the puzzle. They would think that they had to do something speedy with elements in the puzzle portaling on to those faces. Just a suggestion: Make a normal static portalable object for them to portal back down with and only use rotating panels for puzzle elements.
[spoiler][SP] Alternate[/spoiler]

