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Posted

A gateway is the place where one area connects to another area in the same map. These screens are from seperate compiles of each mappers area, there will only be one sky box (though there are ways to simulate a skybox with custom textures) so the WIP pics arn't going to be the same once they are in the full map.

Posted

If there is only one outdoor area then they can use a light_environment, or if all the people working on outdoor areas can agree on the settings then one could be used. If not then people will need to rely on using workarounds like spotlights.

Posted

The second pic is WOW

nice lichtning

how did you do that ?

Func_areaportalwindow

errr... no. Area portals dont have anything to do with lights.

It looks like he used a white light texture and a few env_lightglows

Posted

mike-o i suggest u check out ferrets dm_fairytale to see how diffrent skyboxes with diffrent lighting r simulated in one map=)

Posted

The second pic is WOW

nice lichtning

how did you do that ?

Func_areaportalwindow

errr... no. Area portals dont have anything to do with lights.

It looks like he used a white light texture and a few env_lightglows

It is correct that area portals dont have anything to do with lights. The func_areaportal window entity however has the ability to create the effect seen in the second pic.

Posted

what do you mean "has the ability"? does it or does it not make that effect?

@rd - oh yea, i think i recall that. i figured out how to do it, just make brushes with the skybox texture and set them to func_wall so they arent affected by lights, then enclose the outside with any regular brush so that there arent leaks.

Posted

I believe,areaportalwindows have a function of fading in and out by your distance. You can apply a white texture to the areaportalwindow and a env_lightglow and you'll achieve a effect like that.

Or, of course a plain brush with a light texture would do it as well.


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