Face light? Created 8 years ago2016-03-01 11:24:18 UTC by EsprimoP EsprimoP

Created 8 years ago2016-03-01 11:24:18 UTC by EsprimoP EsprimoP

Posted 8 years ago2016-03-01 11:24:18 UTC Post #329068
I have a door with set textures, when it opens it goes in a wall and the front and back faces cannot be seen anymore, but the right face's texture is dark, how did valve and most modders make it, it's dark because it couldn't receive light, how to make it's texture bright anyway?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-01 11:39:43 UTC Post #329069
I think I understand the issue.

The door will be lit depending on where it is positioned when the map compiles. If you want a door to start open, have it closed in the editor, then check the "Starts Open" flag.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-01 22:15:36 UTC Post #329092
Wouldn't that make the rest of the door dark?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-01 22:26:26 UTC Post #329093
Nope, it shouldn't. Try it out anyway!
Posted 8 years ago2016-03-01 23:33:28 UTC Post #329097
perhaps set the minimum light level thing? or use the zhlt light orign thing if it works
Posted 8 years ago2016-03-03 10:45:38 UTC Post #329152
The "Starts Open" method works. THanks
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-03 12:06:37 UTC Post #329158
Yeah, I'm basically a God damn genius. :P

Modest too
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-06 11:48:55 UTC Post #329232
Yeah, It's a pretty neat way. But now because I had to make the door look better by punching holes/elevations in it. Then the inner parts of the door is dark. I tried the Light Origin Target thing, put an info_null under the door where the visible face is when it opens, then It actually darkens the bottom part of the door instead of lighting it.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-06 19:24:14 UTC Post #329234
Use the minimum light level property instead. It accepts values from 0 to 1, so experiment with values like 0.5, 0.8, etc. and see how it looks the best.
Posted 8 years ago2016-03-06 23:57:16 UTC Post #329236
0.1 makes it too bright for dark areas (Not pitch black areas lol, but there is some light) also there are rooms with different brightness. If only I could set a specific face texture's light level. I don't know how others do that, they don't use light origin target nor min. light level
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-07 08:01:30 UTC Post #329237
Did you try 0.05?
Posted 8 years ago2016-03-07 19:48:49 UTC Post #329249
Maybe there's a way making a texture emit light? Or something like that?
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-07 20:11:07 UTC Post #329250
Maybe there's a way making a texture emit light? Or something like that?
Texure lighting? You mean the ONLY way you SHOULD be lighting maps in Goldsource?

In your compile tools folder, you should have a "lights.rad" document that controls the texture lighting values when you compile your map. You can edit this with notepad. It will have lines like this:

TEXTURENAME 255 255 255 2000
TEXTURENAME2 128 255 0 200
and so on.

Seriously though you using texture lighting for most of your map. Entity lighting in Goldsource rarely looks good.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2016-03-07 21:09:04 UTC Post #329253
What the what? All this time I've been using light entities in bright rooms when I didn't have to. I had no fudging idea about that lol
I don't seem to have lights.rad, I will download the latest vhlt as soon as I get back on comp.
EsprimoP EsprimoPwEight
Posted 8 years ago2016-03-07 22:03:11 UTC Post #329255
lights.rad is just a text file. TUTORIAL!

make a text file containing a texture name, tab space, and then lighting values

save it as "lights.rad" (all file types)

Alternatively you can use a info_textlight entity (new VHLT FGD) and you just plop the texture names and brightness values in like a multimanager; then you don't need the rad file.

super handy :)
Tetsu0 Tetsu0Positive Chaos
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