Base of brush is black.

Discussion in 'Mapping Questions & Discussion' started by Solynth, Mar 22, 2009.

  1. Solynth

    Solynth L5: Dapper Member

    Messages:
    216
    Positive Ratings:
    23
    I made an elevator (func_movelinear) and when you see the bottom of it, it's black.
    It's like this because it spawns on the floor and there's no light hitting the bottom when I compile the map.
    I can't use info_light, because it only works for props. What can I do?
     
    Last edited: Mar 22, 2009
  2. Owlruler

    Owlruler L12: Fabulous Member

    Messages:
    964
    Positive Ratings:
    271
    GAHHH!!! Don't make elevators out of func doors!!
    Use a func_movelinear or func_tracktrain with 2 path_tracks.
    Both of those require more effort but and better to learn to do and use in maps.
    Use the search to look for the lifts tutorial by Spacecweasels if you want for the information for how to do those.
     
  3. Solynth

    Solynth L5: Dapper Member

    Messages:
    216
    Positive Ratings:
    23
    Ok, I'm using a func_movelinear now. But I still want to fix the black base somehow.
     
  4. Owlruler

    Owlruler L12: Fabulous Member

    Messages:
    964
    Positive Ratings:
    271
    Thats easy, just stick a light where it starts.
    Make a hollow under where it starts and put a light in there.
     
  5. Solynth

    Solynth L5: Dapper Member

    Messages:
    216
    Positive Ratings:
    23
    But then there wont be any floor, and if I do that but don't delete the floor there will just be a random light coming from nowhere. :S

    Edit: Here is a picture, It might make things easier:

    [​IMG]
     
    Last edited: Mar 22, 2009
  6. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

    Messages:
    401
    Positive Ratings:
    89
    Try making it start on the top.

    I think the lights generate on where it is at start, And there are like no light under it from start.
     
  7. Randdalf

    aa Randdalf

    Messages:
    1,054
    Positive Ratings:
    462
    Even better; don't make an elevator at all there's a reason why Valve have an unused elevator model in the files - because they don't work very well.

    It's black because I guess when the map is compiled the brush is touching the floor; meaning no light can reach it, and so it isn't lit.

    Delete the elevator; and add some stairs instead is a much better option.
     
  8. Zeewier

    Zeewier L9: Fashionable Member

    Messages:
    619
    Positive Ratings:
    130
    prop_dynamic/prop_physics are lit dynamically
     
  9. Owlruler

    Owlruler L12: Fabulous Member

    Messages:
    964
    Positive Ratings:
    271
    attached is what I meant, this if you still want an elevator.
     
    • Thanks Thanks x 1
  10. Solynth

    Solynth L5: Dapper Member

    Messages:
    216
    Positive Ratings:
    23
    That's a good idea, thanks.
     
  11. Apom

    Apom L6: Sharp Member

    Messages:
    366
    Positive Ratings:
    62
    Why not? If there are only two stops on your elevator, I don't see the point in taking the complicated route.
     
  12. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    it doesn't matter where you build the elevator if it's a train, as it will snap to the start position when the map is loaded.

    that way you can build it in the middle of a well lit room, or where ever.
     
    • Thanks Thanks x 1
  13. Fearlezz

    Fearlezz L10: Glamorous Member

    Messages:
    787
    Positive Ratings:
    240
    Get a modeler to create the model real fast, and then put a prop_dynamic_override or whatever. That would be the best solution for your case.
     
  14. Solynth

    Solynth L5: Dapper Member

    Messages:
    216
    Positive Ratings:
    23
    Ok, I made the elevator a func_tracktrain. The problem is, it moves up and down forever even If I don't touch it. It cant be the trigger_multiple that's causing this, because the elevator starts out doing this.

    The elevator itself:

    [​IMG]

    Trigger Multiple:

    [​IMG]
     
  15. Uriak

    Uriak L8: Fancy Shmancy Member

    Messages:
    543
    Positive Ratings:
    70
    Set a nodraw brush as your func_track_train, and tie to it some func_brush non solid to make the visible part of your elevator( you can make some fancier geometry since it won't be the colliding parts). You can then set up a minimal light level for these func_brush, hence avoiding complete darkness.

    Btw, you can also do it with a func_door (by parenting to it the func_brush)
     
    • Thanks Thanks x 1
    Last edited: Mar 23, 2009
  16. Solynth

    Solynth L5: Dapper Member

    Messages:
    216
    Positive Ratings:
    23
    Wow, why didn't I think of that. I used a player clip instead of nodraw though. Thanks.
     
  17. Apom

    Apom L6: Sharp Member

    Messages:
    366
    Positive Ratings:
    62
    So people can shoot through the elevator? That's bad. Use tools/invisible if you don't like nodraw.
     
  18. Solynth

    Solynth L5: Dapper Member

    Messages:
    216
    Positive Ratings:
    23
    I'm using clip now. It's all good :thumbup: