Sky problems Created 13 years ago2011-03-26 21:08:36 UTC by X-LAyer2 X-LAyer2

Created 13 years ago2011-03-26 21:08:36 UTC by X-LAyer2 X-LAyer2

Posted 13 years ago2011-03-26 21:18:45 UTC Post #292459
I'm having trouble lighting the sky in my map. I've done it before as you can see in my MPH Combat Hall map, but now it's not working and I don't know what I'm doing wrong. I tried using a light_spot and setting to "is sky" and I also tried a light_environment. Is something I'm forgetting?

EDIT: Fixed, I had forgotten to add the "sky" texture to all faces of my sky brushes.
Posted 13 years ago2011-03-26 21:20:22 UTC Post #292460
If there is at least one sky-textured brush, you only need to place one light_environment for outdoor areas (areas in contact with a sky brush) to be lit. For indoor areas, use the light entity.

Or better put, light_environment will only have an effect in areas that contain sky brushes - aka outdoor areas). In all others, place light or light_spot (althought I've never used light_spot, never found a practical use for it)
Posted 13 years ago2011-03-27 16:49:46 UTC Post #292535
Well I'm having yet another problem and instead of spamming and creating a new topic.
This time it's with an aiscripted_sequence. I'm basically tring to just get a grunt to play the idle animation crouching_idle. I have it set up that when I spawn I hit a trigger_once that targets a multimanager, the multimanager targets my aiscripted_sequence with its target monster set to my grunt. I have the action animation set to crouching_idle and I have the repeatable flag checked. This is where it goes wrong, even with the repeatable flag checked he won't repeat. He walks to where he has to go plays the animation for about a second or two then gets up and goes into idle. Is there something I'm missing?
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