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Rotating door, correctly lit
Posted: Mon Jul 07, 2003 3:45 pm
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?
Posted: Mon Jul 07, 2003 5:09 pm
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.
Posted: Mon Jul 07, 2003 5:40 pm
by Olsen
It's okay for doors that close automatically after some seconds. But I wonder how it's done "right".
Posted: Mon Jul 07, 2003 6:04 pm
by Bilko
Maybe it's a texture thing. Might wanna try a different texture.
Bilko.
Posted: Mon Jul 07, 2003 6:13 pm
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.
Posted: Mon Jul 07, 2003 7:34 pm
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.
Posted: Mon Jul 07, 2003 9:03 pm
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
Posted: Thu Jul 10, 2003 5:45 pm
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!
detail
Posted: Fri Jul 11, 2003 7:57 am
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.
Posted: Sat Jul 12, 2003 10:51 am
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?!

Posted: Sun Jul 13, 2003 12:28 am
by nuggets
select the door
press "N"
key: ambientlight
value: 20 20 20
Posted: Sun Jul 13, 2003 2:34 am
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.
Posted: Sun Jul 13, 2003 2:59 am
by Asgard
lol
