Rooms In Outdoor Areas

kidquantumkidquantum Join Date: 2002-11-03 Member: 5747Members
<div class="IPBDescription">Is it even possible?</div> Is it possible to make a room in an outdoor area, for example, an enclosed box, where the inside of the box is not lit by the sky outside? This is a problem because the roof needs to be a func_seethrough so the commander can see through, and therefore it does not block light. Is there a way around this?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    ZHLT lightflags make brush entitys block light, being lighted correctly (all if you want it) and make RAD take ages when you use it.
    needa an ns.fgd that includes this lightflags, ZHLT compile tools and the brush parameters set to watever, after you read the manual/tutorial.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    And I take it coming across a ns.fgd containing those light flags is about as likely as finding a gorge on a weight-loss program? ie not very?

    what kind of work would need to be done to the fgd file and by whom?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    The problem is that there are -MANY different customized ns.fgds around because the oficial ns_fgd has much stuff missing.
    So some people put together 3 features out of 3 different FGDs to mix it with the ns.fgd, wich is buggy enough without this aditions.
    lets hope for 1.1.

    Ive attatched the one that I am using, there might be some more customized versions with small fixes around.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Thank you very much, this fgd seems to already be working better than one I had in terms of trying to the roof of this base dissapear with it still being visible to people who get on top of the roof...

    However I definately need to track down those tutorials you mentioned because I am getting weird lighting errors when I run the map in NS (some faces not lit at all, some lit too brightly)
  • kidquantumkidquantum Join Date: 2002-11-03 Member: 5747Members
    edited April 2003
    Yes, I'll need that tutorial as well. I tried to set the "block light" flag on my func_wall, and it made a huge stripe of darkness on the ground with no visible explanation, as well as a huge patch of darkness in an area with no explanation...

    OK, here's <a href='http://surface.jakrabbit.org/lightbug.jpg' target='_blank'>a picture of the problem.</a> I made the top section or the octagonal barrel of the gigantic gun a func_wall and set the lightflag to opaque, and the result is inexplicable... my only light is one light_environment for the sky with a pitch of -90, which is straight down. I should mention that if the zhlt_lightflag is turned off, all the lighting looks great, and that gigantic stripe of darkness is nowhere to be seen.
  • JedediahJedediah Join Date: 2003-01-27 Member: 12847Members
    It doesn't look like that long shadow is being cast by the gun. Is there some invisible brush entity over that shadow that might be causing it?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    The reason could be that there is more than one light_environment in the whole map.
    check entity report.
    (when using ZHLT you dont need one light_environment for each skybox, just one for the whole map)

    Check invisible entities and error causing entities
    (ignore the unused keyvalues error, thats hoax)

    That shadow might just not be in a top-down 90° angle.
    (there are 2 angles. on x-axis (flat 360° view) and one z-axis (up down).)

    That thin shadow could be cast from the gun.
    The shadow is blocky and thin because thats the way this oild engine calculates it.
    you could try RAD with;
    -extra -chop 32
    (or smaller than 32)
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Hmm... This is getting kinda annoying...

    Kinda realised that even with the new fgd my entities don't block any light no matter what <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    I had heard that the hlrad in the latest ZHLT custom build was quite buggy, so I'm now looking for zoner's original 2.5.3 hlrad program with little success... So many webpages... And all so out of date... (And of course the collective only lets you download the custom build...)
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    meh stupid.
    one reason for wrong lightning and shadows can be a leaf-portal-saw-into-leafes error.
  • kidquantumkidquantum Join Date: 2002-11-03 Member: 5747Members
    OK, well if there's no clean way to make roofs block light, I just won't make them seethrough. Screw the commander, it's alien territory anyway.
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