light_environment is it possible to make a trigger to disable one and enable another?

Discussion in 'Mapping Questions & Discussion' started by Eternal, Jul 8, 2009.

  1. Eternal

    Eternal L69: Deviant Member

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    Ok here is the thing, I want to create a multi part map with 1 part outdoors and another part indoors. Obviously for the most part I don't want the same light_environment for both parts so is it possible to make it so that once the round progresses to the next section of the map it changes to a dif light_environment?
     
  2. TracerDX

    TracerDX L3: Member

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    Absolute answer: no.

    You can use regular light entities and switch them about, but as far as light_environment goes, no. Absolutely not.
     
  3. Eternal

    Eternal L69: Deviant Member

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    What about stuff like fog control or shadow control? Specially fog if there is a large room indoors it would look a little weird to have the same fog as outside in the rain (using the same settings as sawmill currently, but I'll probably tweak it a bit)

    I doubt there is (I doubted there was for environment lighting but I figured its worth asking) but it would be nice to know for sure.
     
  4. Malcolm

    Malcolm L3: Member

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    As far as I know, at least the fog is rendered dynamically and so can be changed while running the map. Valve does that too, by the way. Check the 2fort sample map for further information ;)
     
  5. JoshuaC

    JoshuaC L7: Fancy Member

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    Apparently someone on the gmod forums was able to make one turn on and off. Haven't tried it myself though.
     
  6. TracerDX

    TracerDX L3: Member

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    You can control the fog entities. The problem is they effect all players at once in a multiplayer game.
     
  7. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    What if you had two separate skyboxes? I had the impression from elsewhere that a given light_env in a skybox affects only that skybox.
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    No they don't. As Malcolm said you can control a particular player's fog like they do in 2fort.

    To the original issue: why would you need a different light_env for the indoors? If it's indoors the outside light isn't going illuminate the whole place... (it casts from the sky material, it's not a "global" light)
     
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  9. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    This would acctually be pretty cool to figure out.

    I wanna see a map that goes from day to night to day again.

    Sniper Stakeout, bro.
     
  10. TracerDX

    TracerDX L3: Member

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    By bad, :facepalm though Malcolm said nothing of the sort.
     
  11. Yourself

    Yourself L1: Registered

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    The thing is, the properties of the light_environment entity are "baked" into the map when it's compiled.
     
  12. JoshuaC

    JoshuaC L7: Fancy Member

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    So are regular light entities, and you can make those turn on and off/flicker.
     
  13. Psy

    aa Psy The Imp Queen

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    And that means that the map needs 2 lightmaps for every surface that the light bounces off. Imagine the same thing for a whole map? That would almost double the filesize.
     
  14. Eternal

    Eternal L69: Deviant Member

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    They aren't "steamed" in? *snicker* ;3