Window Textured Portal Lighting - concept by Paul Mandell (paul.mandell@telewest.co.uk) The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab TEXTURES: Any WINDOW texture (eg. the stained glass dragons.) ENTITIES: func_train, path_corner, light WHAT TO DO: Make a room. Make a room whose walls are the size of the window you wish to put into the room. This 'window-sized' room should be joined up with the original room. Make the window brush and put it into position, and texture it correctly. Put the window fairly deep into the 'window-sized' room, away from the main room. Next, make a light entity and put it in front of the window brush. You may wish to compile and test out the lighting at this point to make sure that you are getting the appearance you want. Now make the window brush into a func_train. Make a path_corner. Have the func_train 'window' target the path_corner. Set the path_corner's 'wait' to -1. Set the 'target' of the path_corner to itself. Position the path_corner so that it will spawn the func_train 'window' at the window's intended position. You may need to move the path_corner around a bit before you get the window correctly aligned in the window frame when you run the level. Explanation: Func_trains are always lit where they are placed originally, but move to their targeted path_corners as soon as the level starts, or if they are targeted, as soon as they are triggered. The 'wait' of -1 makes the window stop at the path_corner - all of this movement happens right at the outset of the level and thus you don't see anything except a fully lit window and an appropriate portal lighting effect. OPTIONS: The portal lighting will probably seem a little too stark/contrasted. To offset this, make a few more lights of reduced intensity; set their 'light' fields to about 150. Place these at regular intervals where they will brighten up the particularly dark shadows created by the lighting effect. This evens things out a bit and makes it look more natural.