Moving objects and lightmaps / dynamic lights
Quote from Brainstone on November 9, 2011, 9:40 amDouble click on the func_brush and set "shadows" to yes
Double click on the func_brush and set "shadows" to yes
Quote from cF^ on November 9, 2011, 2:22 pmCheers but that doesn't seem to work for dynamic shadows, just lightmap shadows. I'm trying to block the dynamic shadows of the light which is inside the pit with these 2 brushes, it seems it can't be done?!
Cheers but that doesn't seem to work for dynamic shadows, just lightmap shadows. I'm trying to block the dynamic shadows of the light which is inside the pit with these 2 brushes, it seems it can't be done?! ![]()
Quote from Brainstone on November 9, 2011, 6:25 pmWell it surely can be done by using a env_projectedtexture instead of a light_dynamic. Those are also dynamic lights. You have to set "cast shadows" to yes. Projectedtextures are entities perfect for any porpose with shadows. Almost every Portal 2 mapper uses them alot. However, they don't cast light everywhere, but only in a certain angle, called "FOV". I don't know how wide this angle can maximal be. You can increase its size to 360 and set the colour to orange.
Well it surely can be done by using a env_projectedtexture instead of a light_dynamic. Those are also dynamic lights. You have to set "cast shadows" to yes. Projectedtextures are entities perfect for any porpose with shadows. Almost every Portal 2 mapper uses them alot. However, they don't cast light everywhere, but only in a certain angle, called "FOV". I don't know how wide this angle can maximal be. You can increase its size to 360 and set the colour to orange.
Quote from Moth on November 10, 2011, 4:18 amI'm assuming that you already know about the tool textures?:
http://developer.valvesoftware.com/wiki/Tool_textures
There's one called 'Blocklight'
It's normally used for casting artificial shadows (it blocks light) but it may be useful in this case, though without examining your VMF, this is just a guess:
try placing some thin brushes textured on all sides with blocklight, on the floor surrounding your pit, where the unwanted shadows are. The blocklight brush will either remove all the shadows, or create a larger solid black one :-p
Also try raising the lightmap size on the brush that is the floor, to 24 or 32 to smooth the shadow effects out
I'm assuming that you already know about the tool textures?:
http://developer.valvesoftware.com/wiki/Tool_textures
There's one called 'Blocklight' 
It's normally used for casting artificial shadows (it blocks light) but it may be useful in this case, though without examining your VMF, this is just a guess:
try placing some thin brushes textured on all sides with blocklight, on the floor surrounding your pit, where the unwanted shadows are. The blocklight brush will either remove all the shadows, or create a larger solid black one :-p
Also try raising the lightmap size on the brush that is the floor, to 24 or 32 to smooth the shadow effects out

"Such monstrous sucking-constructions aren't built within one afternoon"
Quote from cF^ on November 10, 2011, 8:47 amCheers for the advice, I'll have a look at blocklight and projectedtexture tonight and see what I can do with them =)
Cheers for the advice, I'll have a look at blocklight and projectedtexture tonight and see what I can do with them =)

