vis , rad and entity question

Oedipus

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I've got a building and i would like for the env_light from outside to shine in through the windows, i htink this can be acoplished by makeing the windows entities and leaveing the lightflags alone but will this mean that vis things that the outside area is visable and then decided to draw far more than needed? if not great if so dose anyone have an idea for a work around :/ ta in advance
 

Thothie

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The only way to make light pass through a window, and have the window still block vis, is to make it a solid and put lights on both sides of it. If you are using ZHLT, you can use a 0 render func_illusionary set to block light to force the light to project in squares.
 

Littlefrodo

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Well I think I can put another queston here!
well.. Is there anyway to make an entity to BLOCK Light?
 

Thothie

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ZHLT light flags - if you have the proper half-life.fgd loaded and ZHLT, you should see those.

light_origin (string) Light Origin Target - This property allows you to set the entity's origin for lighting purposes.

zhlt_lightflags (integer) ZHLT Lightflags - These properties control how light effects a brush entity.

0 - Default (default)
1 - Embedded Fix
2 - Opaque (blocks light)
3 - Opaque + Embedded fix
6 - Opaque + Concave Fix

light_origin is adjusted origin - ie. the offset from where the entity actually is. It will be lit as if it was actually at that location.

0 - Default - varies with entity class
1 - Embedded fix - means use the old rad method (ie. entity blocks light)
2 - Opaque (blocks light) - Guess :D

Sometimes it'll make the object black though, or otherwise light funky. Fix for that involves the last two options, depending on the shape and position of the brush.
 
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