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Post by Toxindude on Nov 28, 2011 6:29:41 GMT
Ok this is a problem for me I can solve most others but. I have a door that slides up the rest is well lit with lightng but if you look at the bottom side of it when its up its black no light cast on it at all. How can I fix this?
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Post by Toxindude on Nov 28, 2011 7:51:20 GMT
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Post by Zeph on Nov 28, 2011 10:26:47 GMT
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Post by Toxindude on Nov 29, 2011 7:34:42 GMT
Thanks for the reply Zeph. Yeah when I made the door I made sure there was a gap there for it to move up into. It doesn't move into a world brush. The door starts closed initially. I don't get it lol. Is there anyway to make a light cast on that brush it self?
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Post by Zeph on Nov 29, 2011 10:27:17 GMT
Is there a gap between the bounding box and the brushes? even one unit. touching may be enough to declare inside.
A plague on these black entities!
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Post by Toxindude on Nov 29, 2011 12:34:46 GMT
I went ahead and set up the door to do a lip -1 for the moment. Unless I decide to try somethin else. I suppose I could make just one unit gap at the bottom it would probably build the light to cast on it then.
Sorry just read your question again. I checked out the box and the gap it slides between still they are all good to go non of them over lap anything. I figured out how to solve this once but I can't remember for the life of me lol. I will work on it. I see lots of people are having this problem. Maybe touching does count I have not a clue.
Yes a plague there shall be!! lol
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Post by Toxindude on Dec 7, 2011 21:59:31 GMT
So here is the only solution I have come up with "so far" for the unlit edges of doors that show up black when in game. I went in and drew a brush in nodraw above the door, then textured the side you would see with the texture you want your door to look like on the bottom or side etc. Now When the door open's it is setup with a -1 lip at Zeph reccomended so it moves behind the new brush but it will now appear that the bottom of the door is there but its actually hidden.
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Post by Zeph on Dec 7, 2011 22:24:47 GMT
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Post by Toxindude on Dec 8, 2011 0:16:07 GMT
Nice!! testing it out right now.
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Post by Toxindude on Dec 8, 2011 7:09:57 GMT
New Small issue. The tree's in my map are not solid I run right threw them? I have tried prop_dynamic and prop_static. I have also check for a check box or option to make them solid cuz I know sometimes they have solid toggled and stuff like that?
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Post by Zeph on Dec 8, 2011 10:28:16 GMT
The trees should have collision. Remember to use "VPhysics" in the keyvalue for collisions. You could always put simple clip brushes where you want them to not go.
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Post by Toxindude on Dec 8, 2011 23:35:07 GMT
Right they have VPhysics setup on them. Yeah I thought of putting clipplayer brushes over the tree's. Kinda suxors that they all twist and turn with the branches hard to follow that lol. Thanks for the reccomendation.
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Post by Zeph on Dec 9, 2011 10:17:59 GMT
Don't do cylinders, etc. Just simple box brushes with vertex edits to shift them to angles will do, and only the major branches. Keep it simple
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