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Panel lighting problem

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?

http://dl.dropbox.com/u/9132584/Portal%202/Picture1.jpg

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Instance: Co-Op Tube Ride

Can you explain it more?

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.

ImageImageImage
Instance: Co-Op Tube Ride

Lighting? I used to have the same problem until I parent the light to the rotating panel (assuming it is a func_brush)

Create a point_target in front of the panel and set the brush's lighting origin to the target.

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PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
iWork925 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.

?????????????????????????????TWP Releases | My Workshop

Could you possibly be using a vertex texture?

My Maps:
[spoiler][SP] Alternate[/spoiler]

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

ImageImageImage
Instance: Co-Op Tube Ride

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.

?????????????????????????????TWP Releases | My Workshop

With face edit, check that the faces on the panels do not have the suffix of "_vertex" at the end.

My Maps:
[spoiler][SP] Alternate[/spoiler]