I’ve used a door as a platform, to enable me to control it’s movements better than is possible with a func_plat. The problem is that doors don’t block light, and thus the floor underneath the platform is much too bright.
Is there a way to make doors block light, or is it perhaps an idea to add an entity key to q3map2 to choose whether a door blocks light or not?
Light blocking by doors
r3tina
(r3tina)
#1
ydnar
(ydnar)
#2
Put an invisible, nonsolid but NOT trans shader where you want a shadow cast. Example:
textures/r3tina/shadowcast
{
surfaceparm nonsolid
{
map $whiteimage
alphaFunc GT0
alphaGen const 0
}
}
y
r3tina
(r3tina)
#4
wouldn’t that alphafunc impose a performance hit? I mean, the surfaces are still drawn, but blended out with the alphafunc.
edit: the option to select if an entity blocks light or not would still be a good idea IMO 