MightyMidget Posted August 20, 2003 Share Posted August 20, 2003 How can i do these? Right now i'm using func door so that when you get within a certain range of the walkway it extends automatically. This is all well and good, but the walkway starts out mostly hidden inside another brush, and then it appears to come out of that brush, problem there is that when the walkway extends the texture is completely shadowed cause no light reached it in the compile process so the engine decided to make it one big dark shadow... not to appealing for a walkway that's in broad daylight! How can i fix this, or maybe there is a better way to do this walkway? Thanks. -MM Link to comment Share on other sites More sharing options...
Emon Posted August 20, 2003 Share Posted August 20, 2003 You should be able to add a key called "light" with a lighting value to the func_* entity for your walkway. Just to start, give it a value of 75, and see how that blends with the surroundings. Link to comment Share on other sites More sharing options...
wedge2211 Posted August 20, 2003 Share Posted August 20, 2003 Try this: place the func_door in the "extended" position in Radiant. Then, check the START_OPEN spawnflag. It should function exactly the same, whether it's activated by proximity or a trigger, but should light as if it was in the extended position. Link to comment Share on other sites More sharing options...
MightyMidget Posted August 20, 2003 Author Share Posted August 20, 2003 Great, thanks, i'll try those things . Link to comment Share on other sites More sharing options...
Emon Posted August 20, 2003 Share Posted August 20, 2003 Wedge's idea is much better, use that. Link to comment Share on other sites More sharing options...
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