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Full Version: Lighting and Door Problems
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Not so much problems as queries really, but when I am making a boxLight entity for my first room so the player can get all of the objects I seem to have 3 choices, either have the light so that it has this wall dark like this:
http://img101.imageshack.us/img101/4687/95854687.jpg
Have it overlapping the wall texture and causing them to flicker, or have the opposite wall being light for no reason. Just wondering, but how would I make the room light without overlapping into the next wall?
And my second question is how do I make locked doors? Thanks.
Turn grid snapping off and drag the box a bit larger, but I would recommend using a point light for one room.
To make a locked door, click the door, go to the second tab and check locked. There is a tutorial how to make locked doors + keys on the wiki, check it.

[edit]
Here's the direct link: http://amnesia.treesoft.dk/tutorials/Tutorial1.wmv
(09-29-2010, 09:59 PM)Pandemoneus Wrote: [ -> ]Turn grid snapping off and drag the box a bit larger, but I would recommend using a point light for one room.
To make a locked door, click the door, go to the second tab and check locked. There is a tutorial how to make locked doors + keys on the wiki, check it.

[edit]
Here's the direct link: http://amnesia.treesoft.dk/tutorials/Tutorial1.wmv

I tried turning grid locking off and even tried editing by decimals, but thank you for the second.
I encountered th same problem but with the correct and precise position in the boxlight it can be solved. Or if you want a better solution just use a point light. Should light most of the room.

Also it doesn't look natural that 2 rooms separated by a door, both with windows look so different. Unless its part of the story it won't look natural.
Tone down the box light and if you want the player to pick certain items (for example for him not to miss the lamp) just place small point lights (1~0.7 size) over the objects.
A neat trick i use to highlight doors, notes and some important items.