Question about the mandatory 256x128 observation room
Quote from Shane on August 5, 2012, 7:26 amJust for the sake of my own interest I edited the editor items to allow this item to be copied and deleted and to my surprise I found that PTI maps still work perfectly both with multiple copies of this room, and without this room in the map at all, so it led me to wonder why this room is mandatory and why they have decided not to allow it to be used multiple times by default
Any theories or insight?
Just for the sake of my own interest I edited the editor items to allow this item to be copied and deleted and to my surprise I found that PTI maps still work perfectly both with multiple copies of this room, and without this room in the map at all, so it led me to wonder why this room is mandatory and why they have decided not to allow it to be used multiple times by default
Any theories or insight?
Quote from UsCobra11 on August 5, 2012, 7:42 amSo you can at least have 1 lighting source in your map, so it's not completely dark.
So you can at least have 1 lighting source in your map, so it's not completely dark.
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Quote from Shane on August 5, 2012, 8:05 amJust tried it with the largest room I could possibly make, removed the observation room and it seems to apply some level of lighting automatically
Just tried it with the largest room I could possibly make, removed the observation room and it seems to apply some level of lighting automatically
Quote from portal2tenacious on August 5, 2012, 8:25 amMat_fullbright 1
Mat_fullbright 1
Quote from zivi7 on August 5, 2012, 9:28 amThat obs room has an env_projected_texture inside for those fancy shadow effects. The problem is that you can only have one of those textures active at a time.
That obs room has an env_projected_texture inside for those fancy shadow effects. The problem is that you can only have one of those textures active at a time.

Quote from RectorRocks on August 5, 2012, 9:35 amportal2tenacious wrote:Mat_fullbright 1Notice the chamber have some dark areas that are not lit. Fullbright makes the whole chamber bright. So its definitely not fullbright.
Notice the chamber have some dark areas that are not lit. Fullbright makes the whole chamber bright. So its definitely not fullbright.
Quote from Shane on August 5, 2012, 11:07 amzivi7 wrote:That obs room has an env_projected_texture inside for those fancy shadow effects. The problem is that you can only have one of those textures active at a time.I'm not sure I follow? I've tried it within a map of mine and all of the observation rooms seem to cast shadows, what is the difference between the fancy and normal ones?
I'm not sure I follow? I've tried it within a map of mine and all of the observation rooms seem to cast shadows, what is the difference between the fancy and normal ones?
Quote from Lpfreaky90 on August 5, 2012, 11:21 amShane wrote:zivi7 wrote:That obs room has an env_projected_texture inside for those fancy shadow effects. The problem is that you can only have one of those textures active at a time.I'm not sure I follow? I've tried it within a map of mine and all of the observation rooms seem to cast shadows, what is the difference between the fancy and normal ones?
The PTI maps do have some default lighting, lights just scattered around the level that illuminate the level somewhat. The lights you place manually and the small observation rooms give a strong light effect in a somwhat realistic way.
The observation room has a projected texture: https://developer.valvesoftware.com/wik ... ed_texture for more info.
Having multiple of these rooms will cancel one of the projected textures because portal 2 only allows one of them.
I'm not sure I follow? I've tried it within a map of mine and all of the observation rooms seem to cast shadows, what is the difference between the fancy and normal ones?
The PTI maps do have some default lighting, lights just scattered around the level that illuminate the level somewhat. The lights you place manually and the small observation rooms give a strong light effect in a somwhat realistic way.
The observation room has a projected texture: https://developer.valvesoftware.com/wik ... ed_texture for more info.
Having multiple of these rooms will cancel one of the projected textures because portal 2 only allows one of them.
Quote from Alexander Bell on August 5, 2012, 11:40 amThe reason your observation room free map is lit is because the PTI auto places point_lights.
And when you have multiple, do the shadows from one look different than the others?
I hate how the large room is mandatory, can't figure out how to change the light's color so it clashes with my light strips (which do have a colored light)
The reason your observation room free map is lit is because the PTI auto places point_lights.
And when you have multiple, do the shadows from one look different than the others?
I hate how the large room is mandatory, can't figure out how to change the light's color so it clashes with my light strips (which do have a colored light)