func_door shadows

Discussion in 'Mapping Questions & Discussion' started by Atasco, Aug 8, 2017.

  1. Atasco

    Atasco L1: Registered

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    Howdy again, today I'm here with a bit of an issue. I'm sure someone covered how to fix this in the many tutorials I've watched, but watching them again and searching the forums didn't net me any results so I guess I'll make a new thread.

    My issue is this: The doors I make that are right up against world brushes have no lighting on the face that was touching the brush. I mean, that's kind of obvious once you think about it, since a separate compile for the underside of doors would be silly, but having a completely black texture is odd to look at. I "fixed" this in some of my other maps by having a minimum lighting value, but now that I've put more complicated lighting in the area it's stopped blending in when I do that. It's either all the lights blend right and black sides, or bright sides and wrong colors. What am I missing here? I thought about making a brush that light can pass through around the door border and sectioning it off with even more brushes but that seems ludicrous to me
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Since lighting on brush entities is calculated on their default positions, the simplest way to fix this would be to start the door in a position where all of its sides are exposed, and send an output from logic_auto to open or close it to the correct starting position. If this isn't possible, you could try putting the door out in the open (or in an isolated room with the desired lighting) and using a point_teleport to relocate it on map load.
     
  3. Atasco

    Atasco L1: Registered

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    That could work :0 I assume they close fast enough that no one sees them open?
     
  4. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Unless players will see the doors immediately upon joining the map, they won't notice. A logic_auto can send an OnMapSpawn output to move the doors the moment the map is loaded.
     
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