Oh my god, let no psychologist find this thread or we get a collective invitation to the nearest psychiatry. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
<!--QuoteBegin--WarpZone+Oct 20 2003, 07:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WarpZone @ Oct 20 2003, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--RPG_Jssmfulhud+Oct 20 2003, 06:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPG_Jssmfulhud @ Oct 20 2003, 06:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I remember staring at a neon light (which was flickering) and kept thinking just how the hell could I synchronize the blinking sound with the actual light changing. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Hmmm... scrolling texture and looping ambient_generic. Set up the colors in the scroll so that the graphic has red bands when the sign WAV is making noise, and black bands when it is silent. Make the neon glow an additive func_illusionary, with a brush-based actual physical sign in the middle. The glow will appear and disappear as in the example below.
To make the sign actually cast light will be a little bit trickier. I think you could pull it off by making the sign a brush-based entity coated with a texture light, and using the newest hacked builds of Zoner's tools to trigger the texture lights of that brush using a light entity as a reference, and giving the light entity a customlight pattern. Actually synchronizing the texture scroll, light flicker, and sound file will be a complete pain in the ****, and players won't really notice it very much in-game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> players dont have to notice it as long as you notice it and other mappers do its all worth it
When you stop at the supermarket/department store/school/your house to look at a sloppy arrangement of floor tiles and just catch yourself from disparaging someone's texture alignment skills.
- when you can tell if your map has a leak after 5 seconds of compiling (no joke really...) - when you find that leak in about 1 second after the unsuccessful compile - when you load the pointfile... only cause you are amussed by looking bouncing lines... *blblbl* - if you know the total number of leaks... SINCE YOU STARTED MAPPING! - when thinking of "leaks" not as errors, instead giving them names likes "Barbara", "Simone" , "Julia"... (sexy, you dont get mad XD) - you will become a plumber... TOO FIGHT THE WORLD MOST NASTY LEAKS!!!
Comments
or ure motto in live becomes "the openGL view is ure friend
Hmmm... scrolling texture and looping ambient_generic. Set up the colors in the scroll so that the graphic has red bands when the sign WAV is making noise, and black bands when it is silent. Make the neon glow an additive func_illusionary, with a brush-based actual physical sign in the middle. The glow will appear and disappear as in the example below.
To make the sign actually cast light will be a little bit trickier. I think you could pull it off by making the sign a brush-based entity coated with a texture light, and using the newest hacked builds of Zoner's tools to trigger the texture lights of that brush using a light entity as a reference, and giving the light entity a customlight pattern. Actually synchronizing the texture scroll, light flicker, and sound file will be a complete pain in the ****, and players won't really notice it very much in-game. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
players dont have to notice it as long as you notice it and other mappers do its all worth it
- when you can tell if your map has a leak after 5 seconds of compiling (no joke really...)
- when you find that leak in about 1 second after the unsuccessful compile
- when you load the pointfile... only cause you are amussed by looking bouncing lines... *blblbl*
- if you know the total number of leaks... SINCE YOU STARTED MAPPING!
- when thinking of "leaks" not as errors, instead giving them names likes "Barbara", "Simone" , "Julia"... (sexy, you dont get mad XD)
- you will become a plumber... TOO FIGHT THE WORLD MOST NASTY LEAKS!!!
<span style='color:red'>***Locked.***</span>