Posted by rebelyell on Thu Mar 23rd at 6:54pm 2006
Posted by (-[PREDATOR]-) on Thu Mar 23rd at 8:13pm 2006
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Posted by fishy on Fri Mar 24th at 12:01am 2006
Posted by rebelyell on Fri Mar 24th at 1:34am 2006
Hey guys, thanks for replying so quickly. I'm really anxious to continue working, but can't until I resolve this. As for the frame being pushed into the wall, it's not. A template was used to carve the wall for the door/frame, then the frame was made to the exact size to fit the opening, and the door made to the exact size to fit the frame. The wall is a brush, the frame is a func_detail (to keep from splitting the wall surface), and the door is a prop_door_rotating. If I change the frame from func_detail back to world, won't that defeat the purpose of the func_detail??? As for the question about light shining on the ceiling, the light fixtures are defined in lights.rad and are therefore light-emitting textures. The light emitting surface is applied to the face of a brush that was made a func_detail. Before cutting the opening for the door/frame, the ceiling was lit just fine and the texture was visible. Any other thoughts???
Posted by omegaslayer on Fri Mar 24th at 3:24am 2006
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Posted by (-[PREDATOR]-) on Fri Mar 24th at 2:15pm 2006
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Posted by rebelyell on Fri Mar 24th at 4:47pm 2006
hey pred, I clicked on the ceiling just to see what showed up in the status bar of Hammer, and it says "solid with 6 faces", so it hasn't been translated to an entity or some other non-brush deal. Just a plain brush with texture. Anyway, I took screenshots in Hammer showing the ceiling's true texture, and then in the game, showing the black effect. I hope I do this link right to the uploaded pics:
and
Hope this helps, ...please get back to me when you can
Posted by omegaslayer on Fri Mar 24th at 10:19pm 2006
If thats not the case then check the lightmap resolution on it, maybe your resolution is so screwed up the light isnt being calculated.
If either of the two didn't work, delete the brush and start over.
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Posted by rebelyell on Sat Mar 25th at 1:46am 2006
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