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Panel's attached brush appearing much darker than texture?

Hi guys, recently started mapping for Portal 2. :)

I'm stuck with a question though.
When I play on my map (just a test map),
the panels' brushes are much darker than the normal brushes around them.

Here are 2 screenshots of the problem.

http://thermalsloth.com/upload/uploadedimages/door1.png
http://thermalsloth.com/upload/uploadedimages/door2.png

Does anyone on here happen to know how to make the texture's brightness match up with their surroundings?
I'll include the VMF if you like.

In the pictures, are the panels in their starting positions? Sometimes a panel gets a different lighting calculation if it starts in one place and then moves to another position on map spawn.

Edit: On looking at the picture titles, it says door. Are they func_doors that raise or lower into position? That might also change the lighting calcs.

You're certain they have the exact same texture applied? Looks like you might have one of the *_vertex textures applied to the panel brushes.

Both of those could be your problem, regarding tungsten's response; if you want it to be extended at the start and not flush with the wall, make it flush with the wall in hammer so it gets the same lighting calculation and then move it in game with a trigger or a logic_auto.

Image
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."

You might be able to address this issue by adjusting the minimum light level of the brush (see this VDC page), although I'd imagine that would be something of a last resort.