Lights. Wich Is Better?

Uh-OhUh-Oh Join Date: 2002-11-04 Member: 6917Members
edited May 2004 in Mapping Forum
<div class="IPBDescription">Lights, light_spot or texture lights</div> From both a technical and aestethic (sp) point of view, what are the advantages of each? I find that the easiest to use are textured lights, but light_spot can be turned on / off with other entities (wich is nice for interactive sakes). What do you think is the best solution? A mix of all these?

Also, a quick question:

I read that func_wall can have toggable (is that even a word) textures assigned to them. So if you made a +alight01a and a +alight01b, when "activated" (by a multi-manager for exemple) it would toggle between the 2 textures.. If it's true, how do you do it. I spent 1 hour yesterday trying to accomplish this....

Also, I used a few light_spot. They are placed under func_illusionary brushes, wich are placed on the ceiling, those func_illusionary have a light bulb textures facing dow on the floor. The corridor is lit up, but we can't see the origin of the light. The func_illusionary isn't lit up as if it was emiting light.. any ideas? Can we add glow sprites?

Thanks

Comments

  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    edited May 2004
    <!--QuoteBegin-Uh-Oh+May 23 2004, 05:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Uh-Oh @ May 23 2004, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, I used a few light_spot. They are placed under func_illusionary brushes, wich are placed on the ceiling, those func_illusionary have a light bulb textures facing dow on the floor. The corridor is lit up, but we can't see the origin of the light. The func_illusionary isn't lit up as if it was emiting light.. any ideas? Can we add glow sprites? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    For this what I do is this:

    I have the light_spot under the func_illusionary (obviously)

    Give the texture that looks to be making light a tex light with a brightness of 5 or so. That will make the light texture full-bright. Good luck!

    Also, I normally use a mix of lights, light_spots, and tex lights together.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Texture lights can be toggled on/off and can have the same flickering appearance settings as normal lights, if you use the latest compile tools and read the manual on its RAD changes.

    For toggling a texture between the +0 and +A versions you need to use a func_button and not a func_wall for the brush entity. Set the button up so that it can only be activated by being triggered by other entities, then call it by name. Be sure to set the toggle flag on if you want the texture to remain the same until triggered again.
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