Well I've been creating a small map using GTKRadient 1.4.0, and have come across a slight problem with lighting and doors... For some reason, no matter what compile I use, blue lighting from one side of the doors shines right through them and out into the other side... even when they're closed. This creates some very unusual looks in my map. Is there any sort of texture that I can use to block lights? I've searched through all of richdiesal's tutorials, and there seems to be nothing. Please help me, urgently! Xono:saber:
So what are u saying you have a leak in your map. If thats the deal your walls aren't touching properly. Oh and Search, maybe if you can't figure do it again and try try try lol.
It's not a leak, that's not what I mean. What I mean is that I have a door between two rooms, and a light source in one room is shining straight through a door into another room. My map is completely leak-free, I made sure of that :) . What I want to find out is if there's a way I can block this lightflow using a texture or model or something.
There is a shader trick to do it I just can't bloody find it, all previous methods seem to fail in JA...someone may reply with a way to do it in JA...eventually!
Isn't there anyone out there who has an answer to this? I can't be the only one with this problem (unless something's really really wrong :uhm: ) I really really need an answer to this, all my mapping projects are on hold until i can solve it since they're all gonna look messed up!:furious: If there's anyone out there who has the same problem, even if they haven't solved it, I'd love to hear from you, just know you exist.. Please....
You can make two things:
Make a brush covered with system\nodraw It is nonsolid, and stops light (I think so)
Make a light in the place where you want to have no light Make a key light with value -500
nodraw doesn't stop light
and negative light leaks through the opposite way leaving darker patches.
But remember my map, yalara landing pad? There was a spider-web (near doors), that casts heavy shadow on doors.
Use a higher _lightmap scale on the brushes affected by the light.
What would that solve apart from making the shadows through the door crisper and nicer? That'll only work if the light is just going through ever so slightly...otherwise all it'll do is increase the BSP un-necessarily.