Any idea what causes this?
[img]http://i.imgur.com/fPZ3QWZ.png[/img]
Both lights are the same values and equidistant to both doors.
Potential fixes would be appreciated.
[QUOTE=onebit;47451958]info_lighting[/QUOTE]
I thought those were only for static props? If not, I don't see a keyvalue on them to specify a name of an info_lighting entity
[QUOTE=onebit;47452089]You're right, how about a prop_dynamic in a func_door_rotating?[/QUOTE]
I don't follow.
[QUOTE=onebit;47452169]Parent a prop_dynamic to a func_door_rotating and set the dyn. lighting origin to the info_lighting.[/QUOTE]
you can always try adding in the property yourself. I had a problem with skybox fog not having a max density option, so I copied the property manually(with smart edit off, of course) from an env_fog_controller, Set the option in the sky_camera entity, and it worked.
[QUOTE=onebit;47452169]Parent a prop_dynamic to a func_door_rotating and set the dyn. lighting origin to the info_lighting.[/QUOTE]
That'd remove the doorknobs, I think.
[QUOTE=GaleTheHusky;47452400]you can always try adding in the property yourself. I had a problem with skybox fog not having a max density option, so I copied the property manually(with smart edit off, of course) from an env_fog_controller, Set the option in the sky_camera entity, and it worked.[/QUOTE]
I'll give it a crack.
e: No go, same bug.
It's true that the info_lighting entity is only intended for static props, as the entity gets removed when the map is compiled. For dynamic props, you should use info_target (actually, any entity that doesn't get removed on compile should work). Like GaleTheHusky suggested, it should work when you manually add the key [i]lightingorigin[/i] to your prop_door_rotating entities.
[QUOTE=03C0;47454997]It's true that the info_lighting entity is only intended for static props, as the entity gets removed when the map is compiled. For dynamic props, you should use info_target (actually, any entity that doesn't get removed on compile should work). Like GaleTheHusky suggested, it should work when you manually add the key [i]lightingorigin[/i] to your prop_door_rotating entities.[/QUOTE]
I'll give that a shot, thanks.
Ultra late edit: This method does work.
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