Panel lighting problem
Quote from Mr. P. Kiwi on September 11, 2011, 11:59 pmHello,
In my map I placed some rotating panels and some panels that are moved by robotic arms. Both of this in their default position don't look the same as the wall next to them. How can I fix this?
Hello,
In my map I placed some rotating panels and some panels that are moved by robotic arms. Both of this in their default position don't look the same as the wall next to them. How can I fix this?
Quote from spongylover123 on September 12, 2011, 12:02 amCan you explain it more?
Can you explain it more?
Quote from Mr. P. Kiwi on September 12, 2011, 12:11 amWell, I'm not sure if this is what you mean, but the panels in the picture are in their default position (they haven't had any I/O command yet) are rotated in such a way that the black texture is outside - like in the picture. Yet they don't have the same lighting as the other walls nearby.
Well, I'm not sure if this is what you mean, but the panels in the picture are in their default position (they haven't had any I/O command yet) are rotated in such a way that the black texture is outside - like in the picture. Yet they don't have the same lighting as the other walls nearby.
Quote from spongylover123 on September 12, 2011, 12:16 amLighting? I used to have the same problem until I parent the light to the rotating panel (assuming it is a func_brush)
Lighting? I used to have the same problem until I parent the light to the rotating panel (assuming it is a func_brush)
Quote from iWork925 on September 12, 2011, 12:28 amCreate a point_target in front of the panel and set the brush's lighting origin to the target.
Create a point_target in front of the panel and set the brush's lighting origin to the target.

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Quote from ChickenMobile on September 12, 2011, 5:26 amiWork925 wrote:Create a point_target in front of the panel and set the brush's lighting origin to the target.You mean an info_target. In the properties help section it says to use a path_track as the lighting origin, ignore this.
You mean an info_target. In the properties help section it says to use a path_track as the lighting origin, ignore this.
Quote from Vordwann on September 12, 2011, 6:47 amCould you possibly be using a vertex texture?
Could you possibly be using a vertex texture?
[spoiler][SP] Alternate[/spoiler]
Quote from Mr. P. Kiwi on September 12, 2011, 8:31 amI haven't used them.
Speaking of which, what are vertex textures good for?Also, Valve uses a path_track in their maps as lighting origins and more importantly a func_brush doesn't have a lighting origins, as far as I know only props have this property
I haven't used them.
Speaking of which, what are vertex textures good for?
Also, Valve uses a path_track in their maps as lighting origins and more importantly a func_brush doesn't have a lighting origins, as far as I know only props have this property
Quote from ChickenMobile on September 12, 2011, 9:31 amVertex textures should only be used to place on models.
Answering your original problem:
A Func_brush you can set a minimum light value. Set this value higher (from 5-50) to make the brush lighter.If you want lighting to appear more natural when they are moved into place, try using a dynamic light pointed at your panels. Be warned though: dynamic lights are resource hungry and usually are extremely buggy (also very annoying to set up on when first creating them. If you cannot get it to work, pm me and I will send a prefab I made).
An env_projectedtexture also will render real-time lighting that will make it look more realistic.
Vertex textures should only be used to place on models.
Answering your original problem:
A Func_brush you can set a minimum light value. Set this value higher (from 5-50) to make the brush lighter.
If you want lighting to appear more natural when they are moved into place, try using a dynamic light pointed at your panels. Be warned though: dynamic lights are resource hungry and usually are extremely buggy (also very annoying to set up on when first creating them. If you cannot get it to work, pm me and I will send a prefab I made).
An env_projectedtexture also will render real-time lighting that will make it look more realistic.
Quote from Vordwann on September 12, 2011, 3:24 pmWith face edit, check that the faces on the panels do not have the suffix of "_vertex" at the end.
With face edit, check that the faces on the panels do not have the suffix of "_vertex" at the end.
[spoiler][SP] Alternate[/spoiler]



