Drawbridge Lighting Error

Discussion in 'Mapping Questions & Discussion' started by Another Bad Pun, Mar 21, 2015.

  1. Another Bad Pun

    Server Staff Another Bad Pun punished bird

    Positive Ratings:
    I made a drawbridge!
    It looks pretty nice at first:
    But when it closes, the lighting stays the same, and it looks awful.
    I'm using func_door_rotating to make them move into the bridge position. I think the issue is that the origin for both of them, including the dark one, is at the bottom of the bridge. This is really the only way I could get them to work, but I think it comes with the cost of the lighting not updating. As there anything I can do? Or should I just spend some time reworking it?
  2. Spipper

    aa Spipper Former cheese man Gorgonzola

    Positive Ratings:
    I had a similar problem with one of the pop-up signs in pollution, where the func_door brushpillars holding the sign would be pitch black. Ensuring the pillars stayed above ground and not below, when the map compiled, fixed that problem, since it seems like the light is baked into the brush on compile or something cool.
    So a possible solution: Make sure the initial position of the bridge is closed and then quickly open it on mapspawn or whatever. That way it won't look awful when it's closed.
    • Thanks Thanks x 1
    Last edited: Mar 22, 2015
  3. Vel0city

    aa Vel0city func_fish

    Positive Ratings:

    If you save the map and send it off to the compiler with the bridge open and one side is in the shadow VRAD will put it in the shadow, and since the light is baked on the brush it won't change brightness when the brush moves position. You have to close the bridge in Hammer, compile and have an entity that puts it in the open position when the map spawns, usually in the entity that controls the bridge or a logic_relay. Better yet: don't put it in the full sun. It'll either look weird if it's open or closed.
  4. Pocket

    aa Pocket func_croc

    Positive Ratings:
    The only drawback is that your facing edges will be pitch black no matter what, in this case. But if you ever get this map to beta, you might be able to get someone to make custom props for the bridge and not have to rely on brushwork at all. Dynamic props have real-time lighting and will end up looking nicer.