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trying to make stairs with arm panels help

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For a lift with a brush on it, you'll have to modify the lift_standalone instance slightly, by parenting a func_brush to the platform part. Alternatively, use this instance: Portalable Piston Instance for PTI and just retexture the panel.

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Cool, um I placed an observation room instance and now my map is really dark. How can I make it brighter without having to put any light panel decals?

Sincerely,
Harley Frank

I prefer to make the panel itself a func_movelinear and parent the piston to it, but that's just me.

harmeister wrote:
Cool, um I placed an observation room instance and now my map is really dark. How can I make it brighter without having to put any light panel decals?

You need light sources. You can add env_light and other similar entities, but those are sourceless, and people will notice that, so you will need to put some models and/or overlays in the map as well. There's just no way to get around it.

Alternatively, you can set the ambient light of the level, but that doesn't look nearly as good.

Ok, I have been doing some of the PTI stuff and then viewing it in Hammer. I noticed that in the game it looks like this anyways: http://www.mediafire.com/view/?myfiles#lgoqk004uwb60bu I am wondering if that is normal. Also, what's env_light? How does it work?

Sincerely,
Harley Frank

harmeister wrote:
Ok, I have been doing some of the PTI stuff and then viewing it in Hammer. I noticed that in the game it looks like this anyways: http://www.mediafire.com/view/?myfiles#lgoqk004uwb60bu I am wondering if that is normal. Also, what's env_light? How does it work?

Sincerely,
Harley Frank

You can look up any questions like this on the VDC. There's a link for it on "Portal 2 mapping wiki". In the search field, type what you want to know about and usually it takes you automatically to the page.

harmeister wrote:
Ok, I have been doing some of the PTI stuff and then viewing it in Hammer. I noticed that in the game it looks like this anyways: http://www.mediafire.com/view/?myfiles#lgoqk004uwb60bu I am wondering if that is normal./quote]

Quote:
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Quote:
Also, what's env_light? How does it work?

Sincerely,
Harley Frank[

I think you mean a light_env? that's a light enviroment; it casts light from the tools/toolskybox texture; you hardly ever need to use it in portal 2 and it will also greatly increase your compile time.

Ok here I fixed it: http://www.mediafire.com/view/?lgoqk004uwb60bu

Sincerely,
Harley Frank

The entities you probably want for basic lighting are "light" and "light_spot" (for light coming from a point in the map and a point at the edge, like an observation room or a hole, respectively).

Falsi sumus crusto!

Don't you need light_env for an overgrown chamber skybox?

yishbarr wrote:
Don't you need light_env for an overgrown chamber skybox?

Lpfreaky90 wrote:
I think you mean a light_env? that's a light enviroment; it casts light from the tools/toolskybox texture; you hardly ever need to use it in portal 2...
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