question about an ideal


(craphead2) #1

so im getting more done with my map and then i played it and was really dark inside the buildings so now i have to put lights in them and then i thought about making a generator that you have to build and it makes all the lights come on is this possible to do if so how do you do it. thanks in advance


(Ifurita) #2

If I recall correctly, dynamic lighting like that is not possible with the Q3 engine and its variants


(nUllSkillZ) #3

The only thing you can do is setting light styles.
But these styles only make the light blink.


(Shaderman) #4

I don’t know if it’s possible to move lights. If so, you could move the lights from some flace to their destinations very fast.


(zl1corvette) #5

if you created a set different set of shaders for one room say, you could easily remap those shaders’s to ones that are darkened, only problem is I don’t think you can monkey with the light grid dynamically, plus that’s adding a lot of shaders to your map, not sure if the number of shaders makes a performance hit or not.


(thegnat) #6

MindLink posted a good tutorial on how to switch lightmaps.
Switchable lights tutorial

not sure if the number of shaders makes a performance hit or not

No, just the amount of shaders shouldn’t add on machine load. But the switching of the lightmaps/textures will probably do.


(craphead2) #7

well my ideal was that i just tried was to but a brush a round the light that well go away when you make the gen and come bakx when it is blow up only problem was that i doesnt show up at all so im going to try to fix it and see if this will work thanks for all the help


(craphead2) #8

nevere mind it was a good ideal but it wont work if i do it that way i will have to make a gen in every room and that would be dumb


(The Wanderer) #9

you can’t think of lights as objects in your map because they’re not. They’re only used during compile to calculate the lightmaps and then they’re gone. Moving a box around the light will not do anything because there’s really no light there in the game, only in the editor. The only way to do what you’re trying to do is with remapshader like in the MindLink tutorial posted by thegnat.


(SCDS_reyalP) #10

There are also dlights, but they are sucky in serveral ways, with poor performance and uglyness being the most obvious.


(Lock Ness Monster) #11

I just had a thought, dont know if it will work or not, never tried it. What about those certain textures that produce light. Since its a texture for a brush and a brush is an object, It can be moved. Dont know if that would help any though, just a thought.


(craphead2) #12

good ideal ill try it out thanks


(LaggingTom) #13

But you can’t have more than 32 remapshader commands. ET will not accept it.


(craphead2) #14

yeah so i dont think im going to use that ideal in my map ill just have the lights on all the time ot just make it so i dont need them it would have been cool if i could have made it work but it wont so thanks for all the help


(Lock Ness Monster) #15

so the idea about the light producing textures wont work?


(SCDS_reyalP) #16

NO!

Lights are compiled into the map. Think about how long the light compile takes. If the lights could change, it would take that long to calculate what the new lighting would be. The fact that the light was produced by a brush at compile time doesn’t matter. It was still done at compile time. If you wan’t moving lights, try doom3 :moo: