[QUOTE=Loffy;505222]I would try two things and maybe one of them would work (or both together):
- Make the wall and the door thicker
- Turn the floor into a func_group and give it “_lightmapscale” and a low value for example “0.125”
There are probably other ways to fix this aswell. I would experiment and try differet things until it worked. Ultimately, if everything fails, I would put a lamp there, and a light entity, to show the player that there is a light on this side of the wall and that this is the reason why the floor is bright.[/QUOTE]
Thanks
the “_lightmapscale” method worked.
But I have another concern is that if it makes the compile time longer?
Because I use “_lightmapscale 3” in worldspawn entity.
[QUOTE=FAQIS;505223]I agree with loffy here, a lamp at the other side or a tree that give a shadow at the brigher side of the door
Alpha shadows can be used also, that means that a nonsolid texture (and nonvisible) makes a shadow with an alpha layer created in the tga via photoshop
Another idea is to make an open door from the beginning?
Edit: hehe oops didnt look at screenshot…
Try to make lower phong at the floor, its not the door that leaks its the wall.
Another thing, dont make multiple rooms with the same floor, put caulk under the walls :)[/QUOTE]
Thanks.
putting caulk under the wall worked too.
Also not sure what your mean by making lower phone at the floor?