Light going through walls Created 18 years ago2005-05-28 16:53:07 UTC by Vallian88 Vallian88

Created 18 years ago2005-05-28 16:53:07 UTC by Vallian88 Vallian88

Posted 18 years ago2005-05-28 16:53:07 UTC Post #111368
I have a room with a dynamic light in the center, and another room, right next to it. The other room has no light in it, but if you look at the floor near the wall, You can see some light coming through. There's no hole for the light to get through. I think the problem is that the light is being painted on the floor as if the wall weren't there.
Posted 18 years ago2005-05-28 17:27:24 UTC Post #111370
Shrink your lightmap resolution and setup some brushes with tools/toolsblocklight applied to them inside the wall.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-05-28 19:09:45 UTC Post #111379
I changed the lightmaps and I put the blocklight brush inside the wall but it still bleeds through. I thought lightmaps just make shadows look better, what does that have to do with it? Im going to post the map in problems section if you want to show me what to do.
Posted 18 years ago2005-05-28 23:08:20 UTC Post #111403
ok try this. if you are using one floor for both rooms, dive it up. make two seperate floors, one for each room.
let us know if that worked. ;)
Posted 18 years ago2005-05-29 00:10:24 UTC Post #111411
Try what rat808 suggested, and make sure teh wall is flush with the floor.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-05-29 02:44:26 UTC Post #111425
I tried splitting the ground up into 2 parts but that didnt work. Rabid, what do you mean "flush with the floor"?
Posted 18 years ago2005-05-29 03:04:20 UTC Post #111427
Make sure the 2 rooms dont share any brushes. Make the wall into 2 brushes, one for each side. If that doesnt work then drag the rooms apart and leave a small space between each room.
Posted 18 years ago2005-05-29 14:36:56 UTC Post #111550
Sharing brushes shouldn't really be too much of a problem at this point.

Make sure the wall brush touches the floor and ceiling brush (not a 1, 2, etc unit gap between them.)
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-06-06 19:31:57 UTC Post #113016
Use a env_cubemap

For some reason, hl2 has problems with bright and dark rooms right next to each other
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