Talk:Info lighting
Doesn't work anymore on the Orange Box engine
As far as I remember, I always used this entity since I'm mapping. When you have a prop's origin in a wall or something, and it's incorrectly lit. But recently, since I'm mapping for Portal, it doesn't seem to work anymore. When I use an info_lighting to change a prop's lighting origin, it says : prop_dynamic: Could not find lighting origin entity named 'door1_origin'!
- Fortunately, it still works with info_targets. I believe this is because props are now lit in a somewhat real-time by the engine. Thus, as the info_lighting is removed during the compilation, it doesn't work anymore. Info_targets are not removed in-game, that must be why it works. --NykO18 07:39, 31 Aug 2008 (PDT)
- It's probably because in that specific case it's a prop_dynamic. --Terr 20:33, 15 January 2010 (UTC)
I use Info_lighting_relative in Orange Box engine for dynamic props. LINK http://www.halfwit-2.com/?page=tutorials&id=152.
I got info_lighting working on prop_static models now.
Info_lighting - name - light_fix prop_static - Lighting Origin - light_fix
Here's a vmf I made that has a prop_static using 2 lights (on/off green/red using triggers etc). http://gtamike.tsgk.com/two_lights_static_info_lighting.rar
Working with brush entities?
Is there a way to make this work for other entities than prop_static, like brush entities? It's really annoying that most of the time your func_door_rotating entities have black faces because the top, bottom and side faces of the door brush are side-by-side with a wall. Is there any way to get info_lighting to work with brush entities, or is there another way to get a similar effect? The only way I can think of now is to make a button which the door is parented to, and use a logic_auto to press the button on map spawn so the door fits in it's place. but there must be a better way... --Pandaboy 21:10, 12 October 2011 (PDT)