Posted by Vahn on Mon Dec 20th at 5:15pm 2004
Posted by oetroc on Mon Dec 20th at 5:38pm 2004
Im trying to do the same thing, but with a fan. I have a ceiling fan that is below an open hole in the roof with light shining down into the interior of the room. I want the fan blades to block the light so that it casts shadows onto the floor while its spining.
I hope somebody replies to this post with an answer for both our sakes.
Posted by Vix on Mon Dec 20th at 5:50pm 2004
Hi there.
I don't know if what you ask is possible, but when reading your message, i was thinking about another possibility to do what you want.
I think you can do the same with a light, spot light, or any light that you want, and a trigger_once, first the light should start off, and when you cross the trigger (brush converted to trigger_once entity with invisible texture) it activates the light, you can also make that it opens the elevator at the same time too.
But with the fan, i am not sure what to do... but i noticed that some entities have flags or properties about casting shadows... you can take a look if you already have not. But i will investigate that.
See you out there.
Posted by Nickelplate on Mon Dec 20th at 5:57pm 2004
do you remember in the begiining of HL and that crate-carrier opened the door to a hallway and the light streamed out of the door? That wasnt light It was a func_door set with a yellow texture and set to be see-through. It was a trapezoid shape which moved at the same speed as the door to give the illusion that the light was streaming out.
I see no good way to do this using a func entity. So what you might want to do, is make about 10 lights all in the same place at the end of the hall by the elev. and make it gradually birghten at the same rate as the doors open. You will probably have to use a multi-manager or whatever the HL2 equivalent is to turn on one light at a time in a sequence corresponding to the opening of the doors. So that as the doors open wider, the light in the hall at that end get's brighter.
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Posted by Rof on Mon Dec 20th at 6:01pm 2004
The fan would be similar, except that you'd need to set the enable shadows flag on the func_rotating making up the fan. Maybe I'll take a look at de_prodigy and see how they did it.
I haven't actually tried any of this yet, so I don't if or how well it works.
Posted by Nickelplate on Mon Dec 20th at 6:02pm 2004
erm, with the FAN issue...
I know it's possible bcause the same effect is in HL2 in ravenholm with the propeller on the engine trap. I am not sure how that heppened. I will figure it out and write a tutorial schnellfalls.
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Posted by Tracer Bullet on Mon Dec 20th at 6:08pm 2004
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Posted by Vahn on Mon Dec 20th at 9:32pm 2004
Posted by Tracer Bullet on Mon Dec 20th at 10:51pm 2004
You might also try messing with areaportals to see what you can achieve that way. They allow you to dynamically control visibility, and I presume that also means lighting.
http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html
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Posted by oetroc on Tue Dec 21st at 12:11am 2004
I would like to thank all of u for ur input on the subject, it is greatly appreciated. I already have looked at the flags and made sure that the "disable shadows" (or anything regarding shadows) were set to the proper setting. I am not using the fan from prodigy, I made my own, if that helps u at all.
Also, if u ever make that tutorial, Nickelplate, I'll be the first to read it.
Thanks again to all.
Posted by Murkrow on Sun Feb 20th at 3:03pm 2005
if doesen't work, i dunno
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Posted by iceman on Sun Feb 20th at 10:44pm 2005
by tieing a physbox to your elevator doors?
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