Some brush entities have an option called "don't recive shadows" and "don't create shadows", or something like that...

Joe W-A escribió:
Firstly, don't even think about releasing an unlit map.

I'd suggest experimenting with colour correction and all the values on the
light_environment, as well as lightmap scales. And shaders.

2009/10/25 Chris Whiton <[email protected]>

Hello again hlmappers!

I had another quick question that I think is easily solved, but I can't
seem
to get it to work. I am trying to light geometry in my level with a strong
light_environment. However, when I do, there are shadows where I don't want
them to be and the level is much darker than I want. Honestly, it looks
better when the ground and everything else are fullbright. I would leave it
like that (my textures are supposed to make the world look 'cartoony' (this
is my sonic the hedgehog style world I mentioned a couple weeks ago). I
have
a mountain in the map which needs to be viewed in the lit version, not
fullbright. The simplest solution I can find was to make every brush that I
wanted to look fullbright a func_brush and try to modify the properties so
that it doesn't receive lighting. However, when I so much as look at the
area in game - it crashes. Can anyone suggest a better way of getting this
effect, or are there properties that I can change that won't crash the
game?
Thanks in advance!

-Christopher J. Whiton
---------------------
Game Design and Development Student (4th Year)
Southern New Hampshire University

Portfolio: www.cjwhiton.com
Graphic Design: www.stormravengraphics.com
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