block light with doors question Created 16 years ago2008-01-14 02:21:42 UTC by klobb klobb

Created 16 years ago2008-01-14 02:21:42 UTC by klobb klobb

Posted 16 years ago2008-01-14 02:21:42 UTC Post #243377
i saw a thread about this somewhere but it didnt answer my question really. i dont want the light to go through the doors when they are shut. i dont want to setup a bunch of triggers to turn lights off and on. they glow constant. here are some screen shots of what i mean. i tried making the doors opaque but that didnt seem to do anything. each pic has a door open and then closed so u can see the areas.

User posted image

User posted image

User posted image

User posted image
Posted 16 years ago2008-01-14 03:45:47 UTC Post #243379
Easy, code in real time lighting into goldsource. No seriously, let me think about this.
Posted 16 years ago2008-01-14 03:46:36 UTC Post #243380
Making the doors opaque won't make any difference, because light goes straight through func_brushes.
Posted 16 years ago2008-01-14 03:48:38 UTC Post #243381
I don't think there is a way.
Madcow MadcowSpy zappin my udder
Posted 16 years ago2008-01-14 04:03:38 UTC Post #243383
Kinrah, you are wrong. There is a setting to make the door opaque which stops the light from shining through. It only works if you're using zhlt.
Posted 16 years ago2008-01-14 04:06:04 UTC Post #243384
Turning it opaque should work if you're just trying to block the light... that's what it's for. I'm thinking you don't have ZHLT if it's not doing anything.

You know, if you really were intent on this, you could try triggering a light_spot to come on and shine through the door when it's opened, but otherwise I can't think of any way. And that'd probably look like complete shit, to be honest.
Posted 16 years ago2008-01-14 04:13:00 UTC Post #243385
What if you turned the problem areas into func_wall with the target lighting a specific light??
Then put a world brush behind it?

I have not tried this, it's just a thought
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-01-14 04:33:28 UTC Post #243386
well i definately use zhlt. there are 3 opaque settings and i have it set to opaque (blocks light). there are 2 other options though. one is + concave fix and the other is + embedded fix. am i using the wrong option? im trying a recompile now.

on a side note, does it matter what kind of light source thats causing the problem? ie sky light vs light spot
Posted 16 years ago2008-01-14 05:33:37 UTC Post #243387
Post a link to your map and I'll take a look if you want. The ZHLT lightflags should work tho afaik.

From your screens though I think it looks pretty good (natural to have light bleeding in through the cracks). Maybe in game it doesn't look so good?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-01-14 08:20:19 UTC Post #243392
Just think about when the door is opened, isnt it ugly too?:
picture
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