Problem with lights in my map.

Problem with lights in my map.

Re: Problem with lights in my map. Posted by Mindkiller on Thu Jan 3rd 2008 at 2:43pm
Mindkiller
3 posts
Posted 2008-01-03 2:43pm
3 posts 0 snarkmarks Registered: May 17th 2007

Hi everybody :smile:

I've got a problem with the lights in my map. I'll try to explain it.

I have one big room. Inside it, I have 4 small rooms. In the middle of the big room there is one light 254 254 254 300 which is(almost) fine, but in one of the small rooms I have 1 red light 255 0 0 175 which can be seen outside the small room.

You can see 2 screenshots below:

Outsite


Inside

[size=13][size=13]
And the problem is that I want the red light to stay only in the small room and not to be seen outside.

And also if there(in the small room) is no light at all I want it to be completely dark in there.(I thing that both things are related in some way but...who knows)

Is it possible?

P.S. - I know that the explanation is not the best, but my english is bad, so I'm sorry :smile:

P.S. 2 - I'm new here and I'm sorry if the section where I'm going to post this thread is not correct :smile:

Thank you!

[/size][/size]
Re: Problem with lights in my map. Posted by fishy on Thu Jan 3rd 2008 at 4:12pm
fishy
2623 posts
Posted 2008-01-03 4:12pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
try cutting the roof and floor, so that the piece inside is not also part of the outside.
i eat paint
Re: Problem with lights in my map. Posted by Mindkiller on Thu Jan 3rd 2008 at 5:25pm
Mindkiller
3 posts
Posted 2008-01-03 5:25pm
3 posts 0 snarkmarks Registered: May 17th 2007
Yeah but I want to make part of the wall illusionary(or cut the wall to make a door) and then here we go again...
Re: Problem with lights in my map. Posted by Cash Car Star on Thu Jan 3rd 2008 at 9:24pm
Cash Car Star
1260 posts
Posted 2008-01-03 9:24pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
func_illusionary's (like all brush-based entities) do not block light. I recommend using an S-turn in the hallway to the secret, it should block any significant amount of light from being seen outside your secret room (assuming a secret room is your goal).
Re: Problem with lights in my map. Posted by fishy on Fri Jan 4th 2008 at 12:37am
fishy
2623 posts
Posted 2008-01-04 12:37am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Having a light source outside might help to mask it.
i eat paint
Re: Problem with lights in my map. Posted by Mindkiller on Fri Jan 4th 2008 at 4:14am
Mindkiller
3 posts
Posted 2008-01-04 4:14am
3 posts 0 snarkmarks Registered: May 17th 2007
Cash Car Star said:
func_illusionary's (like all brush-based entities) do not block light.
Unfortunately this is enough.

funk_illusionary was the main goal, but since it's impossible to be that way, it seems that this map was waste of time :sad:

Thanks to both of you :smile:
Re: Problem with lights in my map. Posted by Le Chief on Fri Jan 4th 2008 at 10:04am
Le Chief
2605 posts
Posted 2008-01-04 10:04am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Crash Car Start said:
func_illusionary's (like all brush-based entities) do not block light
This is not true, brush based entities can block light.

I kinda understand what you're saying, the picture explained it more to me, after all a picture is worth a 1000 words.

There is a couple of things you could do to try and trick the light from shining through the wall. First of all, make sure you have the latest zhlt tools (3.4).

Lets assume there is a crack between the wall and the ceiling, this is how the red light is coming through. We want to patch up this crack with a brush. Try making a func_wall at the top where the red light is shining through, like a long thin brush to patch up the crack, set the render mode to texture, render fx to 0, and ZHLT Light Flags to 'Blocks light", if you don't have this option, than you need to update your fgd. Now make the func_wall to go though the ceiling a little bit, but not outside the level to create a leak.

If this method doesn't work, please reply back, but first, make sure you have the zhlt 3.4 tools.
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