func_train problems.... Created 8 years ago2015-07-10 17:22:39 UTC by Themaster12234 Themaster12234

Created 8 years ago2015-07-10 17:22:39 UTC by Themaster12234 Themaster12234

Posted 8 years ago2015-07-10 17:22:39 UTC Post #326275
Hi, I'm new on this page, and I'm creating a mod, I have a problem with one of my elevators, when I put any monster on it, they turn black, I put 300 lights and nothing, if someone can help me I'll be very grateful.

P.S: sorry for my english, i'm studying it.
Posted 8 years ago2015-07-10 19:36:26 UTC Post #326277
lighting on monsters is dependent on the lighting of the floor, so unless you light up the floor (bottom of the elevator shaft) they will probably be black. You may also want to check monster properties for "minimum light level" and put that as 0.2 or something.
Posted 8 years ago2015-07-10 22:44:42 UTC Post #326279
To clarify, brush entities do not count as the "floor" in this context, thus why lighting the elevator itself may not work. Do as 2muchvideogames suggests and light up the bottom of the elevator shaft (or whatever is beneath the elevator), see if that works.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-07-10 22:54:41 UTC Post #326280
That´s the solution. 100% sure. ;)
Posted 8 years ago2015-07-13 04:35:43 UTC Post #326336
I tried to put minum light level in 0.2, what do you mean with botton? under the elevator or where the elevator stops?
User posted image
Posted 8 years ago2015-07-13 05:45:33 UTC Post #326337
By "bottom of the elevator shaft" they mean the floor of the vertical hole the elevator runs through.

Also your level is HUGE. :P
Posted 8 years ago2015-07-13 14:05:02 UTC Post #326353
Thanks for all of the help, i fixed the problem. Okay the elevator is big because I'm new in the VHE and all of the things I do are quite big.

Thx for all of the support.

P.S: I'll put you in the credits :)
User posted image
Posted 8 years ago2015-07-14 03:47:23 UTC Post #326378
If it helps any, I find a scale of 40 units = 1 metre works the best.
Posted 8 years ago2015-07-14 08:33:49 UTC Post #326382
Scale seems to be tricky for most newer mappers to get the hang of, yeah. If you're using the stock Half-Life textures, I suggest keeping walls in particular around the same height of the textures themselves. It's a good starting point of reference for sizes, I reckon.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-07-14 09:03:13 UTC Post #326384
It's probably worth pointing out that when a texture is scaled at 1.00x, then one pixel in the texture is one Hammer unit wide. It took me an embarrassingly long time to realise that.
Alabastor_Twob Alabastor_Twobformerly TJB
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