few questions


(dwe_flame) #1

i was wondering about a few things:

  1. you know how to make a Flickering light ? like a broken light tube ? and can this be done with a light texture too or only with light entrys ?

  2. is there some prefab Lift with button out there that you know of ? or is this not very hard to make ?

  3. is it possible to change the gravity at just a certain point of the map ? or can this maybe be done with some water texture, only then where i can set maybe in the shader that you are able to shoot there ?


(masterkiller) #2

1- you can use a Dlight entity whit key value to flick a light or you can use a shader on a texture brush.

something like this but for this ex, it more like fadding on/off texture:


textures/color/orange
{
	qer_editorimage models/color/orange.tga
	q3map_surfacelight 200	
	cull none
	surfaceparm glass
	{
		map $lightmap 
		rgbGen identity
		tcGen lightmap 
	}
	{
		map models/color/orange.tga
		blendfunc filter
		rgbGen const ( 0.241176 0.241176 0.241176 )
	}
	{
		map models/color/orange.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.7 
	}
}

you can play whit the “rgbGen wave sin” number to make it more flick or
add another :


textures/color/orange
{
	qer_editorimage models/color/orange.tga
	q3map_surfacelight 200	
	cull none
	surfaceparm glass
	{
		map $lightmap 
		rgbGen identity
		tcGen lightmap 
	}
	{
		map models/color/orange.tga
		blendfunc filter
		rgbGen const ( 0.241176 0.241176 0.241176 )
	}
	{
		map models/color/orange_dark.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.2
	}
	{
		map models/color/orange.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.3 
	}
	{
		map models/color/orange_dark.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.7 
	}
	{
		map models/color/orange.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.9 
	}
}

Not tested this one but you need 2 textures… orange and orange_dark (or wehat color you want)
maybe all orange will work to…

2- do a search about elevator.
i will do that whit a func_button target a target_script_trigger and make the lift in script_mover and 2 path_corner thten script all of that :smiley:

3- no idea

you can wait better idea … I have time between a compile to try to awser you :slight_smile:
GL


(dwe_flame) #3

ok, just tested this one with the texture



textures/test/flic_light
{
	qer_editorimage textures/lights/light_xlight_03.tga
	q3map_surfacelight 5500	
	cull none
	surfaceparm nomarks
	{
		map $lightmap 
		rgbGen identity
		tcGen lightmap 
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc filter
		rgbGen const ( 0.241176 0.241176 0.241176 )
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.2
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.3 
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.7 
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.9 
	}
}

works fine, but its only the intensity of the brush that is changing.
what i ment was that really the light itself will be changing too.

so when i have a fully dark room and have this flickering light in it, the room will be lightend and will fall back to dark.
so it not only the texture that will change and all, but the whole light that you see


(shagileo) #4

1: Is possible in an easy way, check this post:

http://www.splashdamage.com/forums/showpost.php?p=181628&postcount=42

Taken from:

http://www.splashdamage.com/forums/showthread.php?t=17089&page=3&highlight=light+style

2: There is a popular elevator prefab that was originally made for Pegazus’ ‘Empire State Building’ map:

http://www.unitedgamingresource.com/et/files/?prefabs&prefab=22

(created by Wezelkrozum)

3: Changing gravity at a certain point of the map is not possible. Other creative ways need to be found to solve that issue


(dwe_flame) #5

1:
so this can only be done trough a entity and not with a texture light ?

2: solved, thanx

3: mm i guess i need to dive into this =)


(reaply) #6

Weez made something similar. But I think it works the same. We need weezel :confused: he knows for sure.


(shagileo) #7

[quote=dwe_flame;219951]1:
so this can only be done trough a entity and not with a texture light ?

[/quote]

Not sure if the entity is the only solution, but it gives the result you’re talking about.
In my opinion, it’s the ‘easiest’ way.

Though the compiler will create a seperate Q3map_yourmapname.shader file. Be sure to copy/paste its content in the final pk3 and not the generated shader


(masterkiller) #8

i think it dlight and not a basic light entity to use style key/value

i never try whit light entity so maybe im wrong…

For the gravity, i don’t remember the name but marko did a map whit some gravity somewhere in a map he did… i really don’t remember the name of that map… you need to grap 5 dynos and a keycards and blow a rocket…


(Jecoliah) #9

[QUOTE=masterkiller;219976]i think it dlight and not a basic light entity to use style key/value

i never try whit light entity so maybe im wrong…

For the gravity, i don’t remember the name but marko did a map whit some gravity somewhere in a map he did… i really don’t remember the name of that map… you need to grap 5 dynos and a keycards and blow a rocket…[/QUOTE]

MLB Daybreak

Jec


(dwe_flame) #10

does daybreak have a place where gravity is different than a other part ? :o
i never have seen that, about were in the map is that?

i think it dlight and not a basic light entity to use style key/value

i have understood 0% of what you mean with this :tongue:


(UJERebel) #11

Maybe a big jumppad, with a value of 1 or so, just very small jumps, just a idea :stuck_out_tongue:


(masterkiller) #12

i know my english is very good :smiley:
Sorry about that.

But you can try your flick light whit an entity name dlight.
and add key style
and a value between 1 to 19

-------- KEYS --------
“style” value is an int from 1-19 that contains a pre-defined ‘flicker’ string.
“stylestring” set your own ‘flicker’ string. (ex. “klmnmlk”). NOTE: this should be all lowercase
“offset” change the initial index in a style string. So val of 3 in the above example would start this light at ‘N’. (used to get dlights using the same style out of sync).
“atten” offset from the alpha values of the stylestring. stylestring of “ddeeffzz” with an atten of -1 would result in “ccddeeyy”
“shader” name of shader to apply
“sound” sound to loop every cycle (this actually just plays the sound at the beginning of each cycle)
-------- SPAWNFLAGS --------
FORCEACTIVE toggle makes sure this light stays alive in a map even if the user has r_dynamiclight set to 0.
STARTOFF means the dlight doesn’t spawn in until ent is triggered
ONETIME when the dlight is triggered, it will play through it’s cycle once, then shut down until triggered again
-------- NOTES --------
Stylestring characters run at 10 cps in the game. (meaning the alphabet, at 24 characters, would take 2.4 seconds to cycle)
Use color picker to set color or key “color”. values are 0.0-1.0 for each color (rgb).

styles:
1 - “mmnmmommommnonmmonqnmmo”
2 - “abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba”
3 - “mmmmmaaaaammmmmaaaaaabcdefgabcdefg”
4 - “ma”
5 - “jklmnopqrstuvwxyzyxwvutsrqponmlkj”
6 - “nmonqnmomnmomomono”
7 - “mmmaaaabcdefgmmmmaaaammmaamm”
8 - “aaaaaaaazzzzzzzz”
9 - “mmamammmmammamamaaamammma”
10 - “abcdefghijklmnopqrrqponmlkjihgfedcba”
11 - “mmnommomhkmmomnonmmonqnmmo”
12 - “kmamaamakmmmaakmamakmakmmmma”
13 - “kmmmakakmmaaamammamkmamakmmmma”
14 - “mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm”
15 - “mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm”
16 - “zzzzzzzzaaaaaaaa”
17 - “zzzzzzzzaaaaaaaaaaaaaaaa”
18 - “aaaaaaaazzzzzzzzaaaaaaaa”
19 - “aaaaaaaaaaaaaaaazzzzzzzz”

for the gravity, it more like a push when you run over a fan.


(shagileo) #13

[quote=masterkiller;219976]i think it dlight and not a basic light entity to use style key/value

i never try whit light entity so maybe im wrong…

[/quote]

Works fine with normal light entity as well :slight_smile:
But it’s your choice, of course


(dwe_flame) #14

just 1 more question,

i know its possible, but forgot how, to draw a texture but where you can walk trough, for example a lightbundle.

any1 can tell me how ? :slight_smile:


(shagileo) #15

My guess (not sure) ,

4.8.17 nonsolid
This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to triggers, hint brushes and similar brushes. This affects the content of a brush.

Add that value to your shader for that brush/texture

(http://www.heppler.com/shader/)


(UJERebel) #16

[QUOTE=shagileo;220040]My guess (not sure) ,

Add that value to your shader for that brush/texture

(http://www.heppler.com/shader/)[/QUOTE]

4.8.17 nonsolid
This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to triggers, hint brushes and similar brushes. This affects the content of a brush.

Damn =)
I just made this post, but then i went eating, and now you posted it already LOL:stroggtapir::stroggtapir::stroggtapir:


(shagileo) #17

That’s why you should never go eat when visiting forums like these :stroggbanana:

(I admire Badman)


(dwe_flame) #18

[QUOTE=dwe_flame;219937]ok, just tested this one with the texture



textures/test/flic_light
{
	qer_editorimage textures/lights/light_xlight_03.tga
	q3map_surfacelight 5500	
	cull none
	surfaceparm nomarks
	{
		map $lightmap 
		rgbGen identity
		tcGen lightmap 
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc filter
		rgbGen const ( 0.241176 0.241176 0.241176 )
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.2
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.3 
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.7 
	}
	{
		map textures/lights/light_xlight_02.tga
		blendfunc add
		rgbGen wave sin 0 1 0.9 0.9 
	}
}

works fine, but its only the intensity of the brush that is changing.
what i ment was that really the light itself will be changing too.

so when i have a fully dark room and have this flickering light in it, the room will be lightend and will fall back to dark.
so it not only the texture that will change and all, but the whole light that you see[/QUOTE]

when using this shader,
i have the texture going from dark-light-whatever.
but the light that is on the surface of the walls is just a constant lightfall.
is there some way to synchronize this too with the texture ?