I guess that's what they would be called. Does anyone know how to do them? I have two adjacent rooms linked by a door, one bright and the other dark. It looks weird when the light is shining through a closed door.
Hmmm.. don't think it's possible.. Not even with an area portal. But you can try making a short hallway between the two doors, possibly?
Too bad. I was hoping I could have the light shine through the door when open, but not when closed. There's no scripting function to redraw lightmaps, then?
I'm sorry, but I don't know... I don't know a thing about scripting :(
the "light" shining thru the first yavin map looks like a brush to me. in fact if you go on the map and jump out of the window, you'll notice it is a brush. now what if that brush was also a func_door, and it moved with the door? And because it'll "rising" from the ground (slanted light), itll seem like its light shining through the door. make sure you caulk_nonsolid specific sides of the brush.
my two(thousand million) cents
I believe this is a limitation of the Q3 engine, since Elite Force had the same behaviour.
Maybe, but can a "black light" cancel out other light, if so you could have the black light on when the door is closed and trigger it to go off when the door is open letting the other light to shine through?
Not sure if this works but meh.
Yeah, that should work with a fast-moving door, but balancing the light levels would be a nightmare. One thing I thought I might do, and that wouldn't require mucking about with lights, would be to only have the light in the hangar on while you were in there, however that would only work in SP.