The Pic Wh0rez
Public => General Information => Topic started by: dangerpaki on 2006-08-13 21:51:27
ok to be short i'm making a vctf map... and have the following problem.
i am trying to make a hidden mover in the wall so it opens when you fire at it. and you can pass through it.
since it is hidden of course it has to have the same texture as the wall etc. so i made a static mesh from within ued with the same texture and alligned and all.
now the problem is i have added the staticmesh. but it doesn't light correctly. you can see that it is dofferent from the rest of the wall. could you guys help me out on how to correct this. i have attached a picture of it.. the right side is the mover and the left side is the normal wall
http://img89.imageshack.us/my.php?image=problemyp5.jpg
thnx in advannce
ps: i have already tried this:
bStaticLighting and bUseDynamicLights true.
thanks for your answer but dynamic lighting still not working really weird problem. i'll post there. but i heard there some really good mappers here. so maybe johnny know something. ;D
hey danger
i understand the problem you're having, and it's because BSP geometry (the wall) and the static mesh (the mover) are lit differently within the unreal engine. As far as i know this is not a problem you can fix as it is integral to the editor, but in response to your problem i tried making a trap door in Marsbase-5000 and even with static lighting and dynamic lighting checked, the difference is visable. Ways to get around this problem may include making a static mesh 'front' to the bsp wall and leaving a hole in it for the door (as in dm-cursed) or using a sheet brush to cover the hole in the wall, with the door mover behind it - however this means the door is harder to discover. I would check out the cursed level and see what was done there - if you cover the other walls of the room/passage with meshes, the meshdoor/meshwall should not stand out as much.
hope that helps!
- check back if you're still having problems 8)