Digital Paint Discussion Board
Development => Mapping => Topic started by: twilightsparkl on May 26, 2013, 06:02:50 PM
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any way to make fullbright brushes? setting light value 0 doesnt work.
the answer is probably no...
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I get this really odd idea that you can do it by making the brush func_wall with a "minlight" value set, but I can't find any solid evidence to back that up. Idk, try it.
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I get this really odd idea that you can do it by making the brush func_wall with a "minlight" value set, but I can't find any solid evidence to back that up. Idk, try it.
eenope, didn't work.
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I think if you have some light value set, it might work... though it could slow down the compile time.
What, exactly, are you trying to do?
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I think if you have some light value set, it might work... though it could slow down the compile time.
What, exactly, are you trying to do?
i just want my brush to be fullbright in the dark. also setting light value 1 doesnt work.
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set value 300 it worked for me!!
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set value 300 it worked for me!!
Okay but that will emit a bit of light but I'll try it.
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Set the value to 10 or 20, or else here's another idea. Make a func_train entity and make it bright, and locate it somewhere else on the map and have a path_corner that it will go to in the game. Remember to always have something solid behind an entity wall to avoid leaks.
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Set the value to 10 or 20, or else here's another idea. Make a func_train entity and make it bright, and locate it somewhere else on the map and have a path_corner that it will go to in the game. Remember to always have something solid behind an entity wall to avoid leaks.
How much lag would that cause? That's actually a brilliant idea.
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not that efficent and not worth the effort IMO