Lights and door Created 18 years ago2005-08-28 06:50:05 UTC by zell23 zell23

Created 18 years ago2005-08-28 06:50:05 UTC by zell23 zell23

Posted 18 years ago2005-08-28 06:50:05 UTC Post #130414
To make a door, when i have a wall, i dig it and then put into this hole another cube that is the door. after that, i tie it to a func_door entity. All the doors made in this way works, but i have a problem!
If there is a source of light in a room, the same source of light could be seen from another room connected to the first as between the rooms doesn't exist any door (and the door is closed too!!!!)
Anyone could tell me something about this?
Posted 18 years ago2005-08-28 07:17:55 UTC Post #130419
I'm not sure there is anything you can do about it unless you are prepared to change your layout
Posted 18 years ago2005-08-28 07:27:19 UTC Post #130422
There is one thing! The only way to make an entity block light is in the 'ZHLT light flags' value choose qoque. :) The only problem is that even if the door is open the second room wont be lighted! :( I think a perfect effect could only be done in source!! :nervous:
Posted 18 years ago2005-08-28 07:30:03 UTC Post #130423
Lighting is calculated during the compile stage of the map. That means it's not dynamic, it doesn't react on moving entities or such that in real-life would block light. So, entities do not block light. Unless you're compiling with Zoner's compile tools, which you really should be doing - these versions offer some more control, like enabling entities to block light.

If you let that door block the light, then when the door opens, the lighting still remains the same, e.g. there's no stream of light falling on the floor of the next room once the door is open. As I said, lighting is pretty much static.

Another solution would be to trigger the light once the door opens or closes. Would work in a singleplayer map but less effective in a deathmatch map, obviously.

EDIT: Elon beat me to it... :)
Anyway, Source doesn't do full real-time lighting, so also that engine doesn't really give you the desired result. Dynamic lights are supported to some degree but they're expensive and limited as well.
Posted 18 years ago2005-08-28 07:40:14 UTC Post #130424
There is a way but it's not perfect! ;)
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