I notice there is a forklift there in the small road. By any chance, would it normally go to the right into the racks to load/unload? If so, consider raising the road so that there isn’t as much curb, half-way oughta do it.
In the flashlight room, the batteries will set as night lights there?
Are there even battteries in the first place?
There are currently no batteries in the flashlight room, mainly because unlike in the HL beta (?) the flashlight doesn’t run off your HEV charge and drain your armour.
At least, I assume that’s why they were there in the original.
Maybe you can put them in. AFAIK, the flashlight room is now an obstacle course. The batteries may serve as contrast and at the same time as a guide when you don’t know where to go.
Ex. there’s a jump course in the flashlight training room (who knows?), maybe it can help.
the batteries where always just there… no clue why and it didn’t make senses at least at that point as they where not retailed to the flashlight.
they would make sense if they where at the bottom near some equipment and a broken wall but not on the path because who leaves a trip hazard on a path meant for training on how to use a flashlight… other then evil people and probably joking guards.
No, the flashlight room remains more or less the same. There’s an obstacle course after the flashlight room.
The batteries don’t have anything to do with the flashlight in Half-Life, and even more so in Black Mesa because the flashlight’s battery doesn’t run out. Batteries are introduced later in the course with the suit charger.
Placing them in the flashlight room might add a neat blue glow, but they do glow, so they’d make the flashlight unnecessary.
you could but a few as props to light up the maintenance room that the player uses if they fall of (jsut as props not useible). if I remember right that was fully lit in half life which made no sense seeing as it didn’t effect the light of the rest of the area.
It’s lit up with regular lights.
to me that room never made sense it had its lights on so it should bleed light into the training area but it didin’t.
Video games are silly.
Source’s radiosity simulation is far from perfect. It would be possible to simulate the lights from that room bleeding out into the next room, but I personally don’t see it as a huge deal.
in half life it looked ugly do to the black room with this lit up room next to it… no clue what it looks like in this but if the light doesn’t bleed into the room or simulate that it will look like a strange wall of light.
This hasn’t really changed.
Okay for all you awesome Source mapping and modeling techies out there who are better than I am, it’s time to show off your skills and totally show me up.
Very simply: This is a test map showing two custom static props and a single stock HL2 prop. The one on the left and right are custom, the one in the middle is the stock HL2 ladder that we should all be familiar with. All three have their origins obstructed from a point_spotlight by a func_detail brush that obviously has opaque shadowing.
The test map was compiled with -StaticPropLighting, and this is the result. The HL2 ladder and the custom prop on the right both are vertex-lit properly. The prop on the left is not, and behaves like a normally-lit prop with lighting sampled from the lighting origin, which is obscured and is therefore shading the entire prop a disgusting black color. Other than the model, the entity keyvalues are all default and therefore the same. What exactly is making the left ladder behave like that as opposed to the other two?
Yes I am fully aware that vertex lighting increases filesize, so don’t dump that on me and tell me to avoid it. This is something I genuinely want to know so I can apply it selectively when necessary.
EDIT: Also, no need to suggest info_lighting, because it won’t help in the situation that I want to use vertex lighting (large concave prop that crosses three distinct lighting zones).
Simple: Some Black-ass magic.
Okay I figured it out experimentally, then independently verified it on the SDK forum. Vertex-lighting is disabled for all models that use normalmapped materials. WTF.
Ah well. I’ll go tell Lars.
EDIT: Apparently Phong materials also invalidate vertex-lighting.
You could try using an info_lighting with the darkened ladder to change where VRAD samples lighting conditions for that prop from.
The ladder was simply an example that I used to illustrate my point.
Oh. Whoops, I must have forgotten I read that. Fail ><
None of the problematic models really need to be normal mapped, though, do they? The ladder for instance wouldn’t benefit a lot from it.
Also, HEV 360 (no head).