Flickering Texture Lights?

taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
Flames welcome, I just started.. heh.

Is it possible to create flickering texture lights? I can't turn the brush into a light because light entities cannot be brush based; I can put a point-light entity inside the brush I want to flicker, and then turn that brush into a func_wall, but then the texture light on the func_wall brush will still cast light, defeating the flickering effect of the flickering point light.

Suggestions? Is there a different kind of entity or render mode or something I can use to stop a brush-entity from casting light, even if it has light textures?

-tal

Comments

  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    What do you want the brush to fliker for anyway?
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    ..because sometimes flickering lights look better in some places than solid lights? It adds atmosphere, and all that jazz. Mind you, I don't want the <i>brush</i> to flicker as if it's not entirely solid or something, I want the <i>light it casts</i> to flicker.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I was already wondering when to post this again... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    This fgd enables switched texture lights (and brushes casting shadows btw).

    You can make any brush (rendermode solid !!!) that has texture-light make this light flickering or toggling. (check the new entrys ints simple and explained).

    To toggle texture lights with this .fgd give the brush a name - e.g. "brushname" and let the button or whatever aim at "@brushname" .
    The @ is important!
    (Or was it the other way around???)

    Still not got it? Search for tutorials.

    remember:
    Toggling and flickering lights need twice as much lightdata and longer to compile rad.
    One face-part (thoose little squares with blocky shadows) can have max 3 DIFFERENT flickering lights (or 8 different non flickering lights) on it or RAD wil abort with "too many different light styles on a face". This includes differences in RGBH+behaviour/name.
  • taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
    Thanks, that did the trick. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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