Portal 2 func_brush issue
Quote from F4ever on February 9, 2012, 2:36 pmHow is it possible to create lighting on bruhes' walls if they are always connected with other brushes (to create the floor)? Those walls will only be visible when different labyrinths are made...
How is it possible to create lighting on bruhes' walls if they are always connected with other brushes (to create the floor)? Those walls will only be visible when different labyrinths are made...
Quote from chimera201 on February 9, 2012, 2:49 pmOk, I get it . You have 3 or more structures using the same brushes. The solution would be to use dynamic lights like env_projectedtexture. If you use static lights Source will only compile on and off lighting state for only one structure that you have mapped. This thing happens when you are always trying something new. Now you will see how much Source is restrictive. Good luck.
Ok, I get it . You have 3 or more structures using the same brushes. The solution would be to use dynamic lights like env_projectedtexture. If you use static lights Source will only compile on and off lighting state for only one structure that you have mapped. This thing happens when you are always trying something new. Now you will see how much Source is restrictive. Good luck. ![]()
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Quote from F4ever on February 9, 2012, 3:35 pmWhenever I start creating a map with source, my ideas just get impossible and I always discard them. lol.
Thanks for your help
Whenever I start creating a map with source, my ideas just get impossible and I always discard them. lol.
Thanks for your help ![]()
Quote from wrathofmobius on February 9, 2012, 5:59 pmYeah, that happened to me for a while until I found out about the magic of flowcharts. Make a flowchart for the map. If it's too complex of a map, you'll figure it out while making the flowchart most of the time.
Yeah, that happened to me for a while until I found out about the magic of flowcharts. Make a flowchart for the map. If it's too complex of a map, you'll figure it out while making the flowchart most of the time.
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Quote from F4ever on February 10, 2012, 12:11 pmwrathofmobius wrote:Yeah, that happened to me for a while until I found out about the magic of flowcharts. Make a flowchart for the map. If it's too complex of a map, you'll figure it out while making the flowchart most of the time.You know, I'm too lazy. This is just for fun, I'm not going to have that work
But thanks for your advice
chimera201 wrote:Didn't download but if you are using static lighting then if the lights are not on at start then Source will compile the map as if the lights weren't on. So u need to have lights on and the brushes exposed in the mapping itself. Then use a delay and set up your room and turn off the light.Another way to do is use env_projectedtexture for a light source but its expensive to process. May work in your case quite well.
I was thinking about env_projectedtexture, but the fact is that I wanted two of them to be on at the same time (because the room as two sides with lights) which is not possible...
You know, I'm too lazy. This is just for fun, I'm not going to have that work ![]()
But thanks for your advice
Another way to do is use env_projectedtexture for a light source but its expensive to process. May work in your case quite well.
I was thinking about env_projectedtexture, but the fact is that I wanted two of them to be on at the same time (because the room as two sides with lights) which is not possible...
Quote from wrathofmobius on February 10, 2012, 9:31 pmThere's an env_projectedtexture fix for older versions of the Source Engine but Valve needs to release Portal 2's source code for modders before the fix can be applied.
There's an env_projectedtexture fix for older versions of the Source Engine but Valve needs to release Portal 2's source code for modders before the fix can be applied.
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Quote from HMW on February 16, 2012, 6:18 pmIf you have all of the walls start in the up position, they should be correctly lit. func_brushes don't cast shadows by default, so even the sides that are covered by other walls will receive light.
If you have all of the walls start in the up position, they should be correctly lit. func_brushes don't cast shadows by default, so even the sides that are covered by other walls will receive light.
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Quote from DaMaGepy on February 17, 2012, 10:37 amye, I do it all the time, especially with doors (moving brushes that I move as doors), I edit them as closed (out) and set them to start open
ye, I do it all the time, especially with doors (moving brushes that I move as doors), I edit them as closed (out) and set them to start open ![]()
