Ns_lost Style Lights?

LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
<div class="IPBDescription">Those little blue ones...</div> I've got a part in my map with the texture that has the little blue lites among some pipes/wires. I was trying to make just those little blue spots shine bluish, but I'm not sure what values to put into a light_spot (if thats what im supposed to use) to make it look the way the ones do in ns_lost. Any suggestions?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Maybe you could post a screenshot of the effect you're talking about in ns_lost.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    I think what he's trying to say is that he doesnt want the entire texture to give off blue light, just the part that would give out light IRL.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    He means the little round glowing sprites on the wall
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    try texturelighting it.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    edited July 2003
    These kinds of lights. (The little blue ones)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Those are probably just point lights, brightness of about 20 i'd guess. 49 164 249 20 should do the the trick.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    <!--QuoteBegin--ChromeAngel+Jul 20 2003, 01:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChromeAngel @ Jul 20 2003, 01:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Those are probably just point lights, brightness of about 20 i'd guess. 49 164 249 20 should do the the trick. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yea, either that or texturelights...

    That completely blue texture made func_illusionary assigned with blue light in the light.rad file and then placed on the walls, but pointlight is prolly easier.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    It looks like classic small RAD point lights and i dont think he placed func_illusionarys all over
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    They're blue env_glow ents with small blue light ents colocated. Or, at least, that's how I did it on an identical section of wall in a map of mine...
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    <i>They're blue env_glow ents with small blue light ents colocated</i>

    That would look nice, if you only have a few of those lights. But if you are going to put as many as on ns_lost it wouldn't be a good idea. On ns_lost, the effect is subtley acheived by using small blue point lights just above the blue spots on the actual texture.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    You can see the same lights on ns_hydrosity (popular lighting choice it seems). I just used point lights with a brightness of 50 and RGB of 128 255 255.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    What can I say? I like env_glow...
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Yah, I just used point lights about 4 (I think) units away from the wall with brightness values of 20 or so for that effect.
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    That certainly gives a nice effect, I'll have to try it out.

    -GF
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