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Bridge (Func_Door) Not Lit


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Posted

I made a bridge using a func_door. It works well but the only issue I have is that its not lit when extended. Its black. But, Lightsaber glow will illuminate the texture.

 

Here 's a shot of what I made. Bridge extends out from under the floor. I also included my entity window view.

 

Now, how can I get this bridge to be illuminated when extended. Does it have to start extended or something? If I tick the box for start open it stays where it is and when activated doesn't move.

 

Any help on this would be great.

 

un7ttoE.jpg

Posted

Since you already tried start_open, I'd suggest you to deal with it through scripts. The bridge is completely dark because it is being compiled at light stage under the floor, with no source of light around him. A slight rework of the bridge (to give it an origin brush) along with a few BehavEd MOVE commands should do.

Posted

If you're having lightmap issues, I suggest giving the brush model a "nodraw_solid" shader and load an MD3 using "model2". I've had to do this with lifts/elevators before. You won't need to make a clipmodel either, as your brushwork will be solid but not visible.

  • Solution
Posted

Thanks for the replies.

I have one idea here while at work. Would the "toggle" function help at all? If it starts open i can trigger it earlier in the map to close, then use the second trigger to extend it again.

Posted

Thanks for the replies.

I have one idea here while at work. Would the "toggle" function help at all? If it starts open i can trigger it earlier in the map to close, then use the second trigger to extend it again.

 

Yes, it should work.

Posted

It was a combo of checking the toggle box and setting it to start open that did it. The bridge starts closed but is illuminated properly when the switch activates it.

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