Scripting and parenting
Quote from Fracture on March 21, 2012, 4:34 pmthat is ultra lame.
weird thing happened, though. I increased the settings of several light_spots to keep a room well lit, while placing another light somewhere they wouldn't be entirely noticed, and moved a room to its exact location. Somehow the light_spots actually pierced through the surfaces and lit up the other room twice as bright as needed.
that is ultra lame.
weird thing happened, though. I increased the settings of several light_spots to keep a room well lit, while placing another light somewhere they wouldn't be entirely noticed, and moved a room to its exact location. Somehow the light_spots actually pierced through the surfaces and lit up the other room twice as bright as needed.
Quote from Spam Nugget on March 22, 2012, 4:34 amIt may be 'ultra lame' but it makes performance 800 bazillion times better than using purely dynamic lighting, which is why its done this way.
It may be 'ultra lame' but it makes performance 800 bazillion times better than using purely dynamic lighting, which is why its done this way.

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Fracture on March 22, 2012, 8:12 pmwell i only got light, and light spot. it's my guess wheatly's flash light from that one chapter is the one only parentable light?
well i only got light, and light spot. it's my guess wheatly's flash light from that one chapter is the one only parentable light?
Quote from Lpfreaky90 on March 22, 2012, 9:04 pmFracture wrote:well i only got light, and light spot. it's my guess wheatly's flash light from that one chapter is the one only parentable light?Yes; all flashlights in all sourcegames are env_projected textures:)
Yes; all flashlights in all sourcegames are env_projected textures:)
Quote from Spam Nugget on March 23, 2012, 3:13 amYou can also use light_dynamic, not exactly sure what the difference between that and env_projected_texture is though.
Also and completely off topic, since when are you a moderator lpfreaky?
You can also use light_dynamic, not exactly sure what the difference between that and env_projected_texture is though.
Also and completely off topic, since when are you a moderator lpfreaky?

I think in terms of boolean variables. Generally, it makes things easier.
Quote from HammerHead on March 23, 2012, 5:05 pmI'm building a coop map right now that uses a light bridge though a portal on a moving surface to create a lift. It's crazy the result that you get doing that. The floor is essentially turning on and off repeatedly so the player glitches while it moves. Eventually I made a fake light bridge and used portal detectors to activate it. Has anyone tried using world portals to make a light bridge portable?
I'm building a coop map right now that uses a light bridge though a portal on a moving surface to create a lift. It's crazy the result that you get doing that. The floor is essentially turning on and off repeatedly so the player glitches while it moves. Eventually I made a fake light bridge and used portal detectors to activate it. Has anyone tried using world portals to make a light bridge portable?
Quote from Lpfreaky90 on March 23, 2012, 7:50 pmHammerHead wrote:I'm building a coop map right now that uses a light bridge though a portal on a moving surface to create a lift. It's crazy the result that you get doing that. The floor is essentially turning on and off repeatedly so the player glitches while it moves. Eventually I made a fake light bridge and used portal detectors to activate it. Has anyone tried using world portals to make a light bridge portable?I wouldn't suggest using worldportals for this. They are known for their glitchy behavior. Usually the easier solution is the best:
1) can't you replace the moving panel by a white wall where a person can re-portal to get higherup?2) can't you replace the hard light bridge by a funnel? Often this works and you can use the funnel as an elevator as well! (either placing a portal on the floor or re-portalling.)
I wouldn't suggest using worldportals for this. They are known for their glitchy behavior. Usually the easier solution is the best:
1) can't you replace the moving panel by a white wall where a person can re-portal to get higherup?
2) can't you replace the hard light bridge by a funnel? Often this works and you can use the funnel as an elevator as well! (either placing a portal on the floor or re-portalling.)
Quote from HammerHead on March 23, 2012, 10:56 pmQuote:1) can't you replace the moving panel by a white wall where a person can re-portal to get higherup?2) can't you replace the hard light bridge by a funnel? Often this works and you can use the funnel as an elevator as well! (either placing a portal on the floor or re-portalling.)
Well yes I suppose I could. I just really liked the idea of doing something that isn't normally allowed by the game. As of now using brushes that enable when portals are open in front of the emitter and the wall works just fine. Plus seeing the world stay still behind your portal while you move is just too cool to give up.
2) can't you replace the hard light bridge by a funnel? Often this works and you can use the funnel as an elevator as well! (either placing a portal on the floor or re-portalling.)
Well yes I suppose I could. I just really liked the idea of doing something that isn't normally allowed by the game. As of now using brushes that enable when portals are open in front of the emitter and the wall works just fine. Plus seeing the world stay still behind your portal while you move is just too cool to give up.
Quote from BenVlodgi on March 24, 2012, 1:41 amHammerHead wrote:Quote:1) can't you replace the moving panel by a white wall where a person can re-portal to get higherup?2) can't you replace the hard light bridge by a funnel? Often this works and you can use the funnel as an elevator as well! (either placing a portal on the floor or re-portalling.)
Well yes I suppose I could. I just really liked the idea of doing something that isn't normally allowed by the game. As of now using brushes that enable when portals are open in front of the emitter and the wall works just fine. Plus seeing the world stay still behind your portal while you move is just too cool to give up.
There is a reason that certain things aren't being done.... because their bad
for-instance, there was a time when I was focusing on back-stock having a lot of gravity changing chambers, there was going to be rotating gravity... I got it to work, but it was glitchy, and eventually I said it wasn't worth it
2) can't you replace the hard light bridge by a funnel? Often this works and you can use the funnel as an elevator as well! (either placing a portal on the floor or re-portalling.)
Well yes I suppose I could. I just really liked the idea of doing something that isn't normally allowed by the game. As of now using brushes that enable when portals are open in front of the emitter and the wall works just fine. Plus seeing the world stay still behind your portal while you move is just too cool to give up.
There is a reason that certain things aren't being done.... because their bad
for-instance, there was a time when I was focusing on back-stock having a lot of gravity changing chambers, there was going to be rotating gravity... I got it to work, but it was glitchy, and eventually I said it wasn't worth it
Quote from HammerHead on March 24, 2012, 2:11 pmQuote:There is a reason that certain things aren't being done.... because their bad
for-instance, there was a time when I was focusing on back-stock having a lot of gravity changing chambers, there was going to be rotating gravity... I got it to work, but it was glitchy, and eventually I said it wasn't worth itYea you're right it's definitely glitchy but I was just toying with the idea. If I can get it stable enough to use without questioning it then I'll release it but if not I'll just swap it for a portalable wall. Either way there is the benefit of learning new entities, mechanics, and techniques for future puzzles.
Also @ Fracture
Here's a great tutorial about editing your fgds to have certain keyvalues without having to add them every time http://www.youtube.com/watch?v=6oJeBUu9q24
for-instance, there was a time when I was focusing on back-stock having a lot of gravity changing chambers, there was going to be rotating gravity... I got it to work, but it was glitchy, and eventually I said it wasn't worth it
Yea you're right it's definitely glitchy but I was just toying with the idea. If I can get it stable enough to use without questioning it then I'll release it but if not I'll just swap it for a portalable wall. Either way there is the benefit of learning new entities, mechanics, and techniques for future puzzles.
Also @ Fracture
Here's a great tutorial about editing your fgds to have certain keyvalues without having to add them every time http://www.youtube.com/watch?v=6oJeBUu9q24

