doctormidnight on 17/4/2005 at 06:18
(
http://www.sherlockholmesarmy.org/ttlg/whitelight.jpg)
I have no idea why this is appearing when I play the level, does anyone know what would cause this to happen? I hate to start a new thread about this but I've only got 48 hours to finish this level and I'm already overwhelmed with stuff to clean up. Thanks.
Gestalt on 17/4/2005 at 08:10
I've had bsp holes that looked sort of like that, so that might be the problem. Have you double-checked to see that the wall's properly aligned to the grid?
scumble on 17/4/2005 at 08:44
It looks a bit like a surface set to "fake backdrop" with no skybox in the level. In the game you get that "light burning" effect.
OrbWeaver on 17/4/2005 at 11:52
Check your zone portals carefully. I encountered this once when I mistakenly clicked the OK button twice and created two zone portals on top of each other.
Zone portals must not overlap or intersect each other.
doctormidnight on 17/4/2005 at 21:55
Quote Posted by scumble
It looks a bit like a surface set to "fake backdrop" with no skybox in the level. In the game you get that "light burning" effect.
That's not the problem, as it's an interior wall and the rest of the room seems fine. On another note, how do I make a skybox?
SneaksieDave on 17/4/2005 at 22:19
It's a bit of a tricky process. I think there are tutorials in the unrealed wiki (link anyone? - perhaps we should add an official link in the ttlg wiki to that as well, for added reference). However, if you want to skip it, you can copy/paste a skybox from one of the original missions and tweak it till it looks like you'd like. Definitely the easiest and quickest method.
doctormidnight on 18/4/2005 at 00:36
Quote Posted by SneaksieDave
It's a bit of a tricky process. I think there are tutorials in the unrealed wiki (link anyone? - perhaps we should add an official link in the ttlg wiki to that as well, for added reference). However, if you want to skip it, you can copy/paste a skybox from one of the original missions and tweak it till it looks like you'd like. Definitely the easiest and quickest method.
I copied one from Stonemarket, put it into my map, but I have no idea what exactly I'm supposed to do, because it didn't really change anything. However, I did manage to fix the white light problem by moving a few brushes around.
SneaksieDave on 18/4/2005 at 02:19
That skyzoneinfo actor in the skybox is the camera, and the rest is intuitive. As for showing the skybox - tag a brush surface as "fake backdrop" in the surface properties, and it will show your new sky.
doctormidnight on 18/4/2005 at 04:02
Quote Posted by SneaksieDave
That skyzoneinfo actor in the skybox is the camera, and the rest is intuitive. As for showing the skybox - tag a brush surface as "fake backdrop" in the surface properties, and it will show your new sky.
Sweet, I can get rid of a lot of brushes now that I know how this works. Thanks for the tips.
ProjectX on 18/4/2005 at 06:50
Quote Posted by SneaksieDave
It's a bit of a tricky process. I think there are tutorials in the unrealed wiki (link anyone? - perhaps we should add an official link in the ttlg wiki to that as well, for added reference). However, if you want to skip it, you can copy/paste a skybox from one of the original missions and tweak it till it looks like you'd like. Definitely the easiest and quickest method.
WHAT??? Make a subtracted cube outside of where the rooms are, texure it, light it and put a special actor in. Wow, really tricky :tsktsk: