Func_Breakables showing up differently Created 17 years ago2007-10-23 17:11:36 UTC by Kill_the_Bug Kill_the_Bug

Created 17 years ago2007-10-23 17:11:36 UTC by Kill_the_Bug Kill_the_Bug

Posted 17 years ago2007-10-23 17:11:36 UTC Post #236901
Hi - have some function breakable objects but they show up as different colour on my map - not to good it you trying to make a trap. Any ideas?

Is it the shadow flag? I currently have it set not to accept them but I don't think it makes a difference - either way they still show differently.
Posted 17 years ago2007-10-23 19:49:12 UTC Post #236905
Nah, it's just the reality of any brush based entity. It's not going to process light the same way as world brushes, so it's never going to look exactly the same. Sucks, doesn't it?

You could try using the ZHLT lightflags to block light, but that still doesn't create identical lighting.
Posted 17 years ago2007-10-24 05:39:08 UTC Post #236926
you go on about hl1 srry?

As for the problem a screen shot would be handy. Ive got a ton of breakables imbedded in walls for something in Eternal Silence and they line up perfectly...
Myuses however have very even lighting so I suppose if you had say a red and blue light on oposite sides the lightmaps wouldn't align perfectly.
Posted 17 years ago2007-10-24 05:44:46 UTC Post #236927
Try using smoothing groups on the walls and see if that helps.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-10-25 13:12:07 UTC Post #236999
Everything is lined up perfectly - has the same texture but when I compile it's Black - really strange.
Posted 17 years ago2007-10-25 15:00:50 UTC Post #237003
Black?
That's weird.

Does this entity collide with any physical object such as a prop_physics or anything like that?

What have you put into the properties?
Take a shot of both the properties and the flags and post them here
Madcow MadcowSpy zappin my udder
Posted 17 years ago2007-10-25 18:30:12 UTC Post #237024
Are you using model textures? Change the texture of the breakable to brick. See if that works.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2007-10-29 12:35:22 UTC Post #237236
Solution to my problem = just rebuilt it and didn't make them breakable this time.
Posted 17 years ago2007-11-16 23:47:48 UTC Post #238669
there?s a way you can make breakable blocks to look like normal blocks. Just tie the non-breakable blocks to some useless entity, like func_detail, so it will act like a brush based entity, but will not be breakable.
Posted 17 years ago2007-11-16 23:48:43 UTC Post #238670
oh and make sure you have NO leaks in your map.
Posted 17 years ago2007-11-17 08:30:19 UTC Post #238682
:>

So you're saying that ALL non entity brushes should be tied to func_detail?
nah
Madcow MadcowSpy zappin my udder
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