Light and hidden brushes

Discussion in 'Mapping Questions & Discussion' started by Washipato, Jun 29, 2009.

  1. Washipato

    Washipato L3: Member

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    Hello people!

    I have an issue that I have searched around with google but didn't find an answer. The map I'm working on has a brush that is hidden inside another brush until a player activates a button. After that, the brush appears in the playfield. The problem is that the hidden brush is completely dark.

    Carving the container brush and putting some lights don't give a good effect. Also, I can't use dynamic lights on the place where it will appear. Is there a way to make the game know that the hidden brush will have different light sources in different times? Is there a way to set how light/dark the brush is without using lights?

    Thanks in advance
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    A lot of entities have a "lighting origin" key. Place an info_lighting where the object will be, and set the object's lighting origin to that.
     
  3. Washipato

    Washipato L3: Member

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    Thanks. The description in info_lighting says that it only works for static props. The hidden brush is a func_conveyor and doesn't have any lighting origin key. Also, the func_conveyor is parented to a func_door_rotating (perhaps this makes things more complicated).
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I'm fairly sure the description on the info_lighting is meaningless. But try adding the lightingorigin key in manually to the object (turn off Smart Edit) and see if it will work. If it doesn't try with an info_target instead of info_lighting.
     
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  5. Sgt Frag

    Sgt Frag L14: Epic Member

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    If that doesn't work try building a room away from the map with similar lighting to what you want. Then have it zoom to the first position on gameload maybe.
     
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  6. Washipato

    Washipato L3: Member

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    Adding a lightingorigin makes the brush invisible. I guess that moving the brush to a similar room could work.

    I already solved the problem changing the "minimum light" key in the brush. It gives uniform lighting, but its ok for what I'm trying to get. I guess Sgt Frag idea could work for more complicated situations.

    Thanks for the ideas