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Wall Vs. Light
Posted: Sat Nov 08, 2014 5:25 pm
by NutJob
Light is winning.
So how do I stop this behavior on wall entities with a light behind it?
Code: Select all
That ^^^ is a secret door, btw.
it has collision
is the reason
Re: Wall Vs. Light
Posted: Sat Nov 08, 2014 5:42 pm
by germanny
if you place the lightsource in the field right behind that wall - no chance.
IMO it is because the wall mesh is single-sided, has no volume.
A custom wall element with backside and full closed mesh would prevent this - my guess, i havenĀ“t tested that with LoG2 yet.
Re: Wall Vs. Light
Posted: Sat Nov 08, 2014 7:32 pm
by NutJob
Well is it possible to make a 1px wide, black, opaque wall entity (opaque_wall) and you could just set a definition and use that when needed to block light? I don't Jack or Squat about doing that myself though.
edit: to elaborate (hopefully), set the wall entity of your choosing, then place a opaque_wall exactly at the same coordinates, facing as the textured wall?
Re: Wall Vs. Light
Posted: Sun Nov 09, 2014 6:32 pm
by Aisuu
NutJob wrote:Well is it possible to make a 1px wide, black, opaque wall entity (opaque_wall) and you could just set a definition and use that when needed to block light? I don't Jack or Squat about doing that myself though.
edit: to elaborate (hopefully), set the wall entity of your choosing, then place a opaque_wall exactly at the same coordinates, facing as the textured wall?
I tryed that. Sadly it didnt help at all. There is alway light that come through the other side

But I could doing it all wrong..
The dungeon wall next to black wall have black wall in middle and as you can see, there is still light.
I think it has something to do with texture?
This is corridor with black walls inside the secret walls where on other side ot the walls are torches..
Re: Wall Vs. Light
Posted: Sun Nov 09, 2014 6:39 pm
by Doridion
I seen in some blockers and walls, the occluder class (don't actually refers in the scripting reference). Could it be a special class for these cases ?