Rotating door, correctly lit

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Olsen
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Rotating door, correctly lit

Post by Olsen »

I have a working rotating door, opening in two directions. It is closed by default. When opened, the sides of the door are black.

I'm using interior_door2 for the front and back, interior_door2side for one side and some wood for the other sides.

There is sunlight (60 60 60) from above, some ambientlight (16 16 16) and a point light in the center of the scene.

The door is 8 units thick, centered between walls of 32 units. There is no chance for any light to get to the sides.

How does it work to have my door correctly lit when open?
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Sonsai
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Post by Sonsai »

A lot of stock maps have that too. If you look at V2, the door on the far right of the control room door is black when opened. It won't really matter, unless you want it lit. I don't really see it as that much of a problem.
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Olsen
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Post by Olsen »

It's okay for doors that close automatically after some seconds. But I wonder how it's done "right".
Bilko
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Post by Bilko »

Maybe it's a texture thing. Might wanna try a different texture.

Bilko.
Angex
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Post by Angex »

The reason they're black is because the MoH doesn't have fully dynamic lighting, instead the lighting for maps is done at compile time. This means the sides of the door don't have a light source shining on them when the door is in its closed position, so when opened they look darker than the rest of the door.
rOger
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Post by rOger »

You ought to be able to place the door out in the open, where all sides will get lit, and then move it to the right position with a script. Don't know how but it seems possible.
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Alcoholic
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Post by Alcoholic »

yeah just in your map editor place it where you want it to get all lit up. when i think about it, you have to give it a targetname. in the script just add this line.

$door.origin = (x y z)

if its hard to get the exact position of where you want the door to be, place a script object door with exact dimensions/location u want it to be. then in teh script add this...

$door.origin = $fakedoor.origin
$fakedoor delete
Olsen
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Post by Olsen »

I'll give it a try as soon as this "problem" becomes the worst looking thing in my maps. I have to get used to everything else first ;)

My first maps look like being built with LEGO, but I'm getting better with the clipper and vertex edit functions every day.

Thanks for the push!
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tltrude
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Post by tltrude »

I have had some luck by changing the doortrim (or walls) into detail brushes. But, I think it depends on which way the sun is shinning. You can also try placing "entity only" lights around the door.
Tom Trude,

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Ramah Palmer
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Post by Ramah Palmer »

Yeah, I've had this same problem. I noticed that some of the official maps were similar so I wasn't really bothered but a few nights ago I was playing on 'Frag 'n Rock' and I noticed that all the door trims on there are excellently lit.
Anyone know who created that map? Maybe someone could ask them nicely how the hell they did it?! :D
Mapping is just INCREDIBLY time consuming.
nuggets
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Post by nuggets »

select the door
press "N"
key: ambientlight
value: 20 20 20
hope this helps, prob not cos it's all foreign 2 me :-/
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Alcoholic
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Post by Alcoholic »

Olsen wrote:I'll give it a try as soon as this "problem" becomes the worst looking thing in my maps. I have to get used to everything else first ;)

My first maps look like being built with LEGO, but I'm getting better with the clipper and vertex edit functions every day.

Thanks for the push!
thats a GREAT idea! LEGOLAND! i shall start on it as soon as i can.
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Asgard
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Post by Asgard »

lol :-) :P
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