I have a brush which is darker than I want it to be. Its in an arkward spot to do lighting for, a roof.
However, there are other area’s in the map which I want to remain dark(er).
Is it possible for a _minlight to work with a func_group?
I have a brush which is darker than I want it to be. Its in an arkward spot to do lighting for, a roof.
However, there are other area’s in the map which I want to remain dark(er).
Is it possible for a _minlight to work with a func_group?
I don’t know, but I guess _minlight affects the whole map (why don’t you try it?). A solution could be to set some lights with a low light value near the roof.
What about editing the texture and making it brighter? Would be the most simple approach. Alternatively you could write a shader for the texture making it light-emitting on a very low level (that s just a theoretical idea). As minlight is in the worldspawn it works for the whole map, setting a threshold of minimum light.
The way that worked best for me is: adjust the look of the texture, make it a custom tex of your map.
(A screeny of the roof would ve been nice though.)
nar, _minlight doesnt work for func_groups - I tried it on 5, 20, 300 and 30000 to no effect.
Moving lights around has made it better, I guess I’ll just have to keep tinkering with the lighting 
could you use a normal light with Low intensity, and high radius to spread it out?
]UBC[ McNite
What about editing the texture and making it brighter? Would be the most simple approach.