using a sliding door [func_door] to block out sun

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
p3n
Lance Corporal
Posts: 16
Joined: Tue Feb 25, 2003 10:31 pm
Location: sa, tx
Contact:

using a sliding door [func_door] to block out sun

Post by p3n »

well, it goes like this:
i'm currently working on a round arena, this is a fairly simplistic quake/ut styled map, but there's a catch, there's a switch on this map that is connected to two sliding doors at the top of the map, these doors close, open and work just fine, but they don't block the sun out, and that's the whole intention i had for the doors. is this a common problem? is it impossible to close out sunlight with doors? i've even placed a regular brush in place of the doors, and the map is pitch black, so i know it's not a leak, it's just the doors. you can also see the sun right thru the doors. if it's impossible to block sunlight with doors, then would it be possible to 'switch' off the map's nature light using scripting? please, somebody, anybody, help me. ;*(

these might help:
Image
Image
Last edited by p3n on Wed Feb 26, 2003 8:44 am, edited 3 times in total.
-pen'03

Image
Gen.v.Klinkerhoven
Corporal
Posts: 29
Joined: Mon Feb 24, 2003 7:00 pm
Location: The Netherlands
Contact:

Post by Gen.v.Klinkerhoven »

Did You Try : Textures>Common>SunBlock (clip) behinde the doors??
Sorry For My Terrible English.... ;)
p3n
Lance Corporal
Posts: 16
Joined: Tue Feb 25, 2003 10:31 pm
Location: sa, tx
Contact:

Post by p3n »

i tried sunblock as the door texture, problem is if i make a brush above the door [it's really more of a roof] then it always blocks the sun out, i need something to move with the door, and does anyone know how to, or if it's possible to, make a brush that moves with the door, because i can very easily add a brush in place of the doors and it blocks the sun just fine, making the entire map pitch black. the only problem is that i want something with the ability to 'close out' the light when the doors [roofseals] shut. anyway, it's kind of hard for me to explain wth i'm talking about, so i've posted my .pk3, with for source files, for the map at http://www.angelfire.com/tx5/p3n/ <--- there's a link on the main page, it's not a great site, basically i just use it for things like this. just a little 'net hard drive'. thanks for any help you can give me, i really appreciate it, sorry for the extensively long forum posts, and bad spelling.
-pen'03

Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

You cannot change the lighting of your map realtime. All lightmaps have been calculated when compiling.

Only way around this is to add a dynamic light in your door, although it's gonna be very hard to get it looking right. For help on these lights, do a search for 'torch'.
Image
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Post by Gen Cobra »

Um...not to disagree with you jv but in =Iron Tusk= when I blew a wall out the light pours in. Do you mean that or something else?
Image
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Gen Cobra wrote:Um...not to disagree with you jv but in =Iron Tusk= when I blew a wall out the light pours in.
Really? :? (self is confused) :shock:
Image
User avatar
Gen Cobra
Major General
Posts: 739
Joined: Tue Jan 28, 2003 4:26 pm

Post by Gen Cobra »

Yes really. I'll post some pics the next time I compile.:lol:
Image
Gen.v.Klinkerhoven
Corporal
Posts: 29
Joined: Mon Feb 24, 2003 7:00 pm
Location: The Netherlands
Contact:

Post by Gen.v.Klinkerhoven »

Gen.v.Klinkerhoven wrote:Did You Try : Textures>Common>SunBlock (clip) behinde the doors??
ok what i ment was:
1: make a brush, (door)
2: make a second brush above the door (sunblock) {same size}
3: Select door and sunblock brushes, and give both the Func_door

now the sunblock wil move With the door...
Looks simple , is simple... try it out, becouse not shooting is always missed...
Sorry For My Terrible English.... ;)
User avatar
mohaa_rox
Field Marshal
Posts: 2760
Joined: Mon Nov 11, 2002 7:05 am
Contact:

Post by mohaa_rox »

Ever wanted that dumb truck of yours be driveable? Well, I'm trying to.
Live to map, not map to live.
-mohaa_rox, .map
moderator
p3n
Lance Corporal
Posts: 16
Joined: Tue Feb 25, 2003 10:31 pm
Location: sa, tx
Contact:

Post by p3n »

hey everyone, thanks for the help. i ended up taking out my natural lighting and using a script_model like you said. added a few things to my map since the -beta.pk3 [which i delete from my site] and have uploaded the new, fully working lighted map to http://www.angelfire.com/tx5/p3n/mohfil ... a_full.pk3 ... again, thank you all for you help and fast replies, i'm very greatful and i apprieciate your time and knowledge. but as for now, check out my map, it's nothing new/great but it's a little original for moh, i think. i'm currently working on a map of my property [house, front/back yard] and actually all i have left is textures [i'm using a digital camera to actually capture textures from my real house] and that will be a bigger, nicer map. until then, thanks for your help, and for telling me what you think of my map.
-pen'03

Image
TheShiznaeSpe
Major
Posts: 304
Joined: Wed Feb 05, 2003 11:45 pm
Location: US
Contact:

Post by TheShiznaeSpe »

it would work if u started with the doors closed, except, then, no shadows
Post Reply