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Post Posted: 11 Oct 2013, 22:57
Post Posted: 12 Oct 2013, 02:00
Post Posted: 12 Oct 2013, 13:14
Bug Horse wrote:Is it the part behind the mover you want lit? If so, set the mover WorldRaytraceKey to 1 so it will light it at the end of its path instead of the start, or use any other key if there are more. Failing that, it's probably lightmap bugginess (especially if it moves around each rebuild) from having a lot of large-radius lights overlapping somewhere in the map, but usually that doesn't kick in until you have a shitload of them.
Post Posted: 13 Oct 2013, 03:59
Post Posted: 18 Oct 2013, 18:49
redeye wrote:Here is the deal.I made some breaking glass windows, slanted 45 degrees on each side of a hall way that I wanted to bust as they blow out against the opposite wall. It took more than 2 frames to make it rotate and move till smash time.But the lighting of the mover and the BSP was never right.So, what I did was , after the initial blowout, (frame 5 or 6) I made a really bright box another subtract brush outside of the map just below. And made my end one time mover , end inside a box of my lighting choice, to show up like I wanted before being busted. DM-TankcleanerSo I got my highly lit glass mover by setting the lighting to keyframe 6 for the mover. Then just set the world frame so it looks ok depending on your door, glass or style opening.
Post Posted: 20 Oct 2013, 04:39
Doublez-Down wrote:redeye wrote:Here is the deal.Head asplodes.
redeye wrote:Here is the deal.
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