Author Topic: fullbright brushes  (Read 1919 times)

twilightsparkl

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fullbright brushes
« on: May 26, 2013, 04:02:50 PM »
any way to make fullbright brushes? setting light value 0 doesnt work.

the answer is probably no...

ViciouZ

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Re: fullbright brushes
« Reply #1 on: May 26, 2013, 04:18:50 PM »
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.

twilightsparkl

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Re: fullbright brushes
« Reply #2 on: May 26, 2013, 05:38:25 PM »
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.

jitspoe

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Re: fullbright brushes
« Reply #3 on: May 27, 2013, 07:22:17 PM »
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?

twilightsparkl

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Re: fullbright brushes
« Reply #4 on: May 27, 2013, 08:27:12 PM »
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.

TRION

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Re: fullbright brushes
« Reply #5 on: May 27, 2013, 08:39:46 PM »
set value 300 it worked for me!!

twilightsparkl

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Re: fullbright brushes
« Reply #6 on: May 27, 2013, 10:48:33 PM »
set value 300 it worked for me!!

Okay but that will emit a bit of light but I'll try it.

BASEBALLDUDE

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Re: fullbright brushes
« Reply #7 on: May 28, 2013, 05:34:19 PM »
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.

twilightsparkl

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Re: fullbright brushes
« Reply #8 on: May 28, 2013, 08:30:04 PM »
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.

Rockyar_96

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Re: fullbright brushes
« Reply #9 on: May 29, 2013, 07:38:30 AM »
not that efficent and not worth the effort IMO