Light And Doors

KazaQKazaQ Join Date: 2003-06-24 Member: 17667Members
<div class="IPBDescription">IT FLOODS!</div> I make a door and have lights on either side. One side uses red lights and one uses blue lights. The problem is that the red lights go threw the door and destroy the look of the blue and the blue go threw the door and kill the red. Both look neat when I delete the other lights. But this leaves a room unlit.

Is there a way to make a see threw walk threw object that blocks light?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited June 2003
    Normally doors and all brush entities do not block light.
    You can use the latest fgd`s (with ZHLTlightflags) and ZHLT compilers that support that shaddow casting for brush entities BUT this just makes sense on entities that dont move (crates) because that shadow is static.

    This makes it essential to make the lights near boths sides of a door equal.
    Alternatives are buing Doom3 or mapping for UT.

    the xp-cagey thread has more info.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    If the door is in the closed position by default - as it is in the map editor it should block light - you can set the zhlt_lightflags to 2, which is the opaque flag. This will cause the door to always block light whether it is open or closed. This will prevent the red light and blue light from mixing but may look odd where the light stops right where the door is. To block light anywhere you can use a func_illusionary with the renderamt set to 0 and the flag checked to opaque - see through, walk through, and blocks light. Theres no reason not to be using the latest tools so if you don't have them get them from the webbed thread.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Beware the ZHLTlightflags can hugely increase your RAD times, the compile tiem for 11th hour went up by 3 hours when I added ZHLTlightflags to a couple of entities.
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