Question About Spot_light
Moose
Join Date: 2003-05-13 Member: 16248Members
I have a few spot_lights in my map that flicker (Appearance = Fluorescent Flicker) and for some reason i cant make the SPOT flicker just by itself, it makes the ceiling and walls around it faintly flicker as well.
How can i create a spot light that makes the illuminated part flicker only?
thanks for your help in advance. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
How can i create a spot light that makes the illuminated part flicker only?
thanks for your help in advance. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
sorry for talkin a little wacky but my head hurts, remind self put head in freezer.
What are the radius values on your light_spot (I forgot the exact names, but there are two)?
If you tighten the radius, it might help. Have you tried other light effects to see if they act any differently?
It might be caused by too high bounce on rad, so it bounces the light from the floor to walls and ceiling.
ok light_spot settings
Inner [Bright] angle = 15
Outer [Fading] Angle = 20
Angle = Down
Pitch = -90
Brightness = 255 255 128 150
Appearance = Fluorescent flicker /and all of the other appearance options react the same.
bounce is set to 1
if you look at the spot_lights in ns_caged you will see what im aiming for ( just the spot itself flickers)
Ok it is a game so forutnately you can use Zoner's advanced Light entitiy specifics to make really unrealistic lights of your desire <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> bah
Try to set the _fade value to something else that might help.
Or call HLRAD with -bounce 0, but that is really a damn bad hack.
oh and thanks for your completely redundant suggestions that were already stated by Kage and Quazilin.
PS. have you ever been to a Broadway show before, and seen a spot light used first hand? stage spot lights were designed to illuminate specific elements on a stage with out affecting the overall lighting. yes the shaft of light can be reflected off certain surfaces and yes they need to be SOLID in the molecular sense, but this is worked out months in advance by the lighting crew and stage designers.
sorry for the rant but people like this nerd guy really push my buttons.
changing the fade/bright angle didnt solve the problem. so im wondering if this is even a light_spot issue. maybe ns_caged used some sort of custom light effect. grrrr who knows.....
KFS if you read this could you please shed some light on this question?
Uhm... manah made ns_caged...
chrome i know who made caged. my reason for asking KFS is that i dont see manah around these boards much, so i thought i would ask KFS since they work on the same mod (Night Watch) together and he might know how to do this.
i hope you have enough time to look at the demos.
thanks. download link below
<a href='http://members.cox.net/pavement1/light-test.zip' target='_blank'>http://members.cox.net/pavement1/light-test.zip</a>
<a href='http://members.cox.net/pavement1/testlight.zip' target='_blank'>http://members.cox.net/pavement1/testlight.zip</a>
Sorry about the KFS / Manah thing, so many people get mixed up on who made what and I like to see that mappers get the credit they deserve.
[Edit] Oops, you've updated it while I was typing [/edit]
You seem to be getting some bounced light, prehaps you should try expementing with the -coring or -bounce parameters of HLRAD, they might take out that effect.
Somehow I don't think manah did it that way. Oh well back to the drawing board.
Maybe you should put a big fat light blocking, null-textured func_illusionary over the floor to stop the damn light from bouncing off the floor. grr damn physics. Next time blame god for making physics as it is. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
the texture it not causing the light spot on the bottom.
You could try switchable texture lights (texture lights with custom appearance) for realistic light effects with only one entity per light and 2 textures (one for the light bottom texture and one for the light glowing (additive func_wall) that emmits light.
Texture lights make RAD a little slower.
-fade -smooth -chop and -texchop are interestring RAD values here.
Any light bounced in RAD scatters unevenly in a cone a full 90 degrees relative to the surface normal, which means that even if you made a box around the light source so that it only pointed down, the reflected light would still hit the walls.
Actual surfaces vary in the amount of scattering they do; a piece of paper will splash a laser pointer's light backwards, but a mirror will reflect a tight beam. Adding more flexibility to lighting physics (in some cases for realism, in some cases for unrealistic but desirable artistic effects) is a goal of mine for the new tools.
Ollj mentioned simulating a light spot with a sprite -- making an animated, additive sprite that is always oriented along the floor would be one way to fake the effect you're looking for. Smoke and mirrors are an important part of any mapper's arsenal <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
in the beginning i thought it was something that i was doing wrong or some compile option i didn?t know how to use fully.
ok so the next step is figuring out how to create my own custom sprite then
Anotherthing you could try is -descale x. It is a HLRAD option that was included just because of a bug in the old QRAD tools and now helps to give lighting mor contrast <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> -dscale 1 is the usual lighting. -dscale 2 would be the old bugged lighting. It makes the direct light from your light entities twice as bright and leaves the bounced light as it is. Drunken.Monkey even uses a value of -dscale 4, making the direct light extremly bright or if you see it from the other way making reflections 1/4 intense. If you have a lot of dark textures in your map that aren't meant to reflect 100% of the light you should use -dscale anyway! If your level consists of black textures maybe you should try -dscale 10000000 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Best of Luck! <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
~DarkATi
Prehaps a nice Quark user could open up caged and take a look at the entity setup there?
[EDIT] I know his demo map, I just don't know which effect from caged he wants to resemble, so I guess...
Downside, named entities have a higher overhead than unnamed entities (Some end up in the visible packet list, others just take a share of the server CPU, or both), so don't use this effect for several dozen light groups.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->for (i = 0; i < g_num_patches; i++)
{
#ifdef ZHLT_TEXLIGHT
//LRC
for (j = 0; j < MAXLIGHTMAPS && g_patches[i].totalstyle[j] != 255; j++)
{
VectorScale(g_patches[i].totallight[j], TRANSFER_SCALE, emitlight[i][j]);
}
#else
VectorScale(g_patches[i].totallight, TRANSFER_SCALE, emitlight[i]);
#endif
}<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
- emitlight values become sources for bounce lighting
- the old system used a single value representing the amount of static light to bounce
- the new system bounces each lightstyle one at a time
Given that the change is in Merl's 1.7 (possibly 1.6, I need to find a change history), you could use Zoner's 2.5.3 to get the old, bounceless flickering spot. I guess this is one instance where "progress" is undesirable--most of the time you'd still want dynamic light to bounce anyway. I didn't even realize that dynamic lights didn't originally bounce until I looked over the code again--guess that's what I get for jumping in after 4 years of modifications.
Since named lights are remembered by the engine through the use of a different light style, newer builds of HLRAD would bounce them--the code block above applies to them as well.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->for (i = 0; i < g_num_patches; i++)
{
#ifdef ZHLT_TEXLIGHT
//LRC
for (j = 0; j < MAXLIGHTMAPS && g_patches[i].totalstyle[j] != 255; j++)
{
VectorScale(g_patches[i].totallight[j], TRANSFER_SCALE, emitlight[i][j]);
}
#else
VectorScale(g_patches[i].totallight, TRANSFER_SCALE, emitlight[i]);
#endif
}<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
- emitlight values become sources for bounce lighting
- the old system used a single value representing the amount of static light to bounce
- the new system bounces each lightstyle one at a time
Given that the change is in Merl's 1.7 (possibly 1.6, I need to find a change history), you could use Zoner's 2.5.3 to get the old, bounceless flickering spot. I guess this is one instance where "progress" is undesirable--most of the time you'd still want dynamic light to bounce anyway. I didn't even realize that dynamic lights didn't originally bounce until I looked over the code again--guess that's what I get for jumping in after 4 years of modifications.
Since named lights are remembered by the engine through the use of a different light style, newer builds of HLRAD would bounce them--the code block above applies to them as well. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
So what you're saying is to get the effect seen in ns_caged, just use old compile tools?
<!--emo&::nerdy::--><img src='http://www.natural-selection.org/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->