Easy 'lightgrid' question...


(Grand Nagus) #1

I think I’ve seen this before, but I can’ t remember whether or not it can be done.

I have an elevator shaft with several lights in it, to light up the shaft. I also have an elevator car but, for the most part, it’s completely closed (a small window lets you look out while you travel up and down). The elevator car has a light in it. Here’s my question:

When travelling up and down in the elevator, I can see how the light entities in the elevator shaft affect my playermodel as I’m in transit (my model gets bright and dim as I travel where the lights are in the shaft). Is there a way I can move the lightgrid with my elevator? Or, more specifically, can I make a ‘localized’ lightgrid for my elevator with the use of a shader that contains some sort of lightgrid key that I don’t know about?

Thanks in advance for the help!


(Gringo Starr) #2

Light juniors inside the shaft should do the trick.


(Grand Nagus) #3

Thanks for the reply, Gringo Starr. I’m using lightJuniors in other parts of my map, and they’re VERY handy! But I didn’t use them for my elevator (d’oh!). I stuck a few in the shaft and they worked pretty well with the elevator car! Thanks for the suggestion! But I was just curious as to whether or not a local lightgrid could be part of an entity (with the use of a shader, or a key in a func_*, etc). Another thing I’d like to do is simulate a lightswitch going ‘on’ and ‘off’, with the use of a very fast door and a ‘noclip’ version of an identical room (this is for Elite Force, so we don’t have toggle-able lightstyles or any fancy stuff like that). But when I ‘flip the switch’, the room lights up (by moving the ‘lit’ version of the room over the ‘not lit’ version) but the models stay dark (because of the lightgrid). Can a ‘lightgrid’ be a part of the door entities that makes up the ‘lit’ and ‘unlit’ versions of that room?

Thanks again! :slight_smile:


(nUllSkillZ) #4

There’s already a thread here in the forums about a switchable light.
But haven’t found it.


(Gringo Starr) #5

He says he can’t change the grid. I would see what it looks like with an average amount of gridlight in the room. Players will be slightly dark when it’s lit, and slightly bright when it’s dark of course. :slight_smile:


(Grand Nagus) #6

He says he can’t change the grid. I would see what it looks like with an average amount of gridlight in the room. Players will be slightly dark when it’s lit, and slightly bright when it’s dark of course.

That’ll prolly be what I’ll have to do. I can make the ‘off light’ room bright enough to where the bright playermodels won’t deter too much from the fact that the lights are off, and make the ‘on light’ room dim enough to make the playermodels not appear too dark. It’ll take some playing around to get that lighting balance, but it definitely sounds do-able.

Thanks for the help, guys! :slight_smile: