Rooms In Outdoor Areas
kidquantum
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
needa an ns.fgd that includes this lightflags, ZHLT compile tools and the brush parameters set to watever, after you read the manual/tutorial.
what kind of work would need to be done to the fgd file and by whom?
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.
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)
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.
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)
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...)
one reason for wrong lightning and shadows can be a leaf-portal-saw-into-leafes error.