Shadow stuck on moving brush
Quote from Tater on February 6, 2014, 11:07 amA moving brush in my map has a shadow stuck on it.
I have read that you need a light_dynamic for moving brushes.
how do i use it correctly?
or is there any other way to fix it?I stardet using hammer a month ago, so i'm kind of a noob to all this.
Thx for any advise.
A moving brush in my map has a shadow stuck on it.
I have read that you need a light_dynamic for moving brushes.
how do i use it correctly?
or is there any other way to fix it?
I stardet using hammer a month ago, so i'm kind of a noob to all this.
Thx for any advise.
Quote from TopHATTwaffle on February 6, 2014, 11:12 amLighting on brushes is baked into the light map grid. Even when the brush moves the lighting will stay. The best way around this for Portal 2 is to have a env_projected texture cast light on the brush. By no means should you ever use a light_dynamic because they are made of digital poop.
Lighting on brushes is baked into the light map grid. Even when the brush moves the lighting will stay. The best way around this for Portal 2 is to have a env_projected texture cast light on the brush. By no means should you ever use a light_dynamic because they are made of digital poop.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from FelixGriffin on February 6, 2014, 11:48 amThe big caveat with env_projectedtextures is that you can only use one at a time. If you turn a new one on, the old one needs to turn off.
The big caveat with env_projectedtextures is that you can only use one at a time. If you turn a new one on, the old one needs to turn off.
Quote from TopHATTwaffle on February 6, 2014, 11:52 amFelixGriffin wrote:The big caveat with env_projectedtextures is that you can only use one at a time. If you turn a new one on, the old one needs to turn off.Do note that when you active a new one, it will automagically turn off all others. If you're clever about your placement, you'll be fine with just one.
Do note that when you active a new one, it will automagically turn off all others. If you're clever about your placement, you'll be fine with just one.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from FelixGriffin on February 6, 2014, 11:59 amTopHATTwaffle wrote:Do note that when you active a new one, it will automagically turn off all others.Really? I thought the new one would just refuse to activate until the old one was off.
Really? I thought the new one would just refuse to activate until the old one was off.
Quote from Tater on February 6, 2014, 2:07 pmI have an env_projectedtexture and a light entity in the room but the problem ?s, the light entity makes the shadow that is stuck on the panel. so when i delete the light, and just have the env_projectedtexture, I have no light in my map at all.
What should I use instead?
BTW anoter problem i have, when i use a light_spot entity, i don't see the lightcone (the area were the light will be)
how can i change that?Thx
I have an env_projectedtexture and a light entity in the room but the problem ?s, the light entity makes the shadow that is stuck on the panel. so when i delete the light, and just have the env_projectedtexture, I have no light in my map at all.
What should I use instead?
BTW anoter problem i have, when i use a light_spot entity, i don't see the lightcone (the area were the light will be)
how can i change that?
Thx
Quote from User on February 6, 2014, 2:59 pmTater wrote:I have an env_projectedtexture and a light entity in the room but the problem ?s, the light entity makes the shadow that is stuck on the panel. so when i delete the light, and just have the env_projectedtexture, I have no light in my map at all.Change the properties of "Disable Shadows" to yes, of the model who makes the Shadows.
Change the properties of "Disable Shadows" to yes, of the model who makes the Shadows.
Quote from Tater on February 6, 2014, 4:04 pmI checked the propeties menu of the light and light_spot none of them has an option " disable shadows"
the only one I found was the env_projectedtexture. It says "enable shadows Yes/No" But this doesn't make sense because then the light/light_spot (which i need to have in the map" still makes shadows.
I checked the propeties menu of the light and light_spot none of them has an option " disable shadows"
the only one I found was the env_projectedtexture. It says "enable shadows Yes/No" But this doesn't make sense because then the light/light_spot (which i need to have in the map" still makes shadows.
Quote from CamBen on February 6, 2014, 6:39 pmTater wrote:I checked the propeties menu of the light and light_spot none of them has an option " disable shadows"
the only one I found was the env_projectedtexture. It says "enable shadows Yes/No" But this doesn't make sense because then the light/light_spot (which i need to have in the map" still makes shadows.TheTobbell wrote:...of the model who makes the Shadows.Change it on the model, not the light.
the only one I found was the env_projectedtexture. It says "enable shadows Yes/No" But this doesn't make sense because then the light/light_spot (which i need to have in the map" still makes shadows.
Change it on the model, not the light.
Aperture Science: We do our science asbestos we can!
Quote from Tater on February 7, 2014, 5:12 amOk I changed the brush propeties to disable shadows but the problem is still there.
Now what i found out: when I delete the light and just leave to env_projectedtexture there, the shadow on the moving brush works fine.
The wrong shadow is caused by the light entity , not the env_projectedtexture
But it's not what i was aiming for because now the part of the room where the env_projectedtexture casts a shadow, is way to dark.The Problem that the light entity would cast a shadow that's stuck on the wall is still there.
Ok I changed the brush propeties to disable shadows but the problem is still there.
Now what i found out: when I delete the light and just leave to env_projectedtexture there, the shadow on the moving brush works fine.
The wrong shadow is caused by the light entity , not the env_projectedtexture
But it's not what i was aiming for because now the part of the room where the env_projectedtexture casts a shadow, is way to dark.
The Problem that the light entity would cast a shadow that's stuck on the wall is still there.