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Topic Starter Topic: flickering lights?

Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 10-17-2011 10:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


is it possible to create flickering lights for quake 3? like the ones you see in doom?




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Trainee
Trainee
Joined: 26 Aug 2011
Posts: 43
PostPosted: 10-18-2011 03:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


yup. all you have to do is set the following keys to the following entities:

WORLDSPAWN KEYS:

key:rbg
value:waves

LIGHT ENTITY KEYS:

key:style
value:X

(replace "X" with one of the following numbers.)

1 FLICKER (first variety)
2 SLOW STRONG PULSE
3 CANDLE (first variety)
4 FAST STROBE
5 GENTLE PULSE 1
6 FLICKER (second variety)
7 CANDLE (second variety)
8 CANDLE (third variety)
9 SLOW STROBE (fourth variety)
10 FLUORESCENT FLICKER
11 SLOW PULSE NOT FADE TO BLACK


*EDIT*

I don't know what doom is. it is possible to have flickering lights, but they might be different from whatever doom is. :confused:




Last edited by GtkRadiant on 10-18-2011 04:02 AM, edited 3 times in total.

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Trainee
Trainee
Joined: 26 Aug 2011
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PostPosted: 10-18-2011 03:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


I got this list from some mapping website but I can't see a difference in the different values. maybe they're broken.

...or maybe I'm not looking close enough. :)




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44136
PostPosted: 10-18-2011 05:52 AM           Profile   Send private message  E-mail  Edit post Reply with quote


AFAIK they work in jk2, not Q3




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 10-18-2011 06:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


The above is the SoF2/JK2 implementation of style lights and does not work with Q3. Q3Map2 has a somewhat hacked version of style lights, but keep in mind that it does have a significant performance overhead, so use it selectively.

http://robotrenegade.com/q3map2/docs/sh ... tyles.html



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Insane Quaker
Insane Quaker
Joined: 05 Mar 2010
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PostPosted: 10-18-2011 10:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


I remember trying to add flickering lights simply by adding them with the style key set like in Q2. It works, but all styles are the same.




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Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 10-18-2011 12:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


weird, when i try adding the keys it doesn't work.




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Trainee
Trainee
Joined: 26 Aug 2011
Posts: 43
PostPosted: 10-18-2011 01:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


IveGotPenisEnvy wrote:
weird, when i try adding the keys it doesn't work.


that's odd, I'm using the 2nd newest version of Entityplus and it's working fine. (except that all the styles are the same.)

this is what my worldspawn and light keys look like:




Attachments:
styles.jpg
styles.jpg [ 164.5 KB | Viewed 668 times ]
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Cool #9
Cool #9
Joined: 01 Dec 2000
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PostPosted: 10-18-2011 01:08 PM           Profile   Send private message  E-mail  Edit post Reply with quote


But isn't the fact that they're all the same exactly what the problem is here?




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Trainee
Trainee
Joined: 26 Aug 2011
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PostPosted: 10-18-2011 02:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
But isn't the fact that they're all the same exactly what the problem is here?


I thought the problem was that I.G.P.E. could not get the flicker effect to work, though I might be interpreting I.G.P.E.'s comment wrong. :dork:




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Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 10-18-2011 08:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


entityplus? i'm using gtkradiant and when i try adding the key to worldspawn it doesn't get added.




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Insane Quaker
Insane Quaker
Joined: 05 Mar 2010
Posts: 384
PostPosted: 10-18-2011 10:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


IveGotPenisEnvy wrote:
entityplus? i'm using gtkradiant and when i try adding the key to worldspawn it doesn't get added.


That's mostly a problem in 1.5.0 and later. Select an ordinary brush in your map, press n and there's your worldspawn.




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44136
PostPosted: 10-18-2011 10:56 PM           Profile   Send private message  E-mail  Edit post Reply with quote


IveGotPenisEnvy wrote:
entityplus? i'm using gtkradiant and when i try adding the key to worldspawn it doesn't get added.


EntityPlus is a Quake 3 mod, has nothing to do with the level editor.




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 10-19-2011 10:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


This thread makes me facepalm.



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Grunt
Grunt
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PostPosted: 10-20-2011 08:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


im using 1.4.0 and i selected an ordinary brush but it didn't work either.




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Commander
Commander
Joined: 27 Apr 2009
Posts: 102
PostPosted: 10-21-2011 02:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
This thread makes me facepalm.



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Grunt
Grunt
Joined: 25 Nov 2009
Posts: 65
PostPosted: 10-22-2011 11:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


You can definitely do flickering lights with q3map2 and lightstyles.




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Grunt
Grunt
Joined: 24 May 2011
Posts: 71
PostPosted: 11-24-2011 08:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


I've seem to have got it working, but whilst they're [the flickering lights] enabled they seem to cause shader problems. Some shaders fail to work.




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the watching eye
the watching eye
Joined: 08 Feb 2005
Posts: 700
PostPosted: 11-30-2011 02:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


I have hacked a light style in one of my old maps (State Prison 36). I did this by creating a shader for each surface which should be affected by the light style. In these shaders the lightmap stage is affected by an rgbGen wave:

map $lightmap
blendFunc add
rgbGen wave noise 6 8 0 4

You can vary the parameters to create different styles. I also added an extra stage to simulate ambient light (just a dark gray base texture) so the shader is not black when the light is "off".

There may be better ways to do this now, it's been some years since I worked on this :)




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44136
PostPosted: 11-30-2011 02:56 AM           Profile   Send private message  E-mail  Edit post Reply with quote


It's a clever trick that looks pretty good in your map. The only downside is that the lightgrid is (obviously) not affected so any players or items in there (or the first person view gun model) is not affected and will be lit as if the lights were on all the time.




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 11-30-2011 08:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


You can set light juniors in the room to give off an averaged level of brightness so it looks okayish most of the time.



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