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Topic Starter Topic: Triggerable dynamic lights in q3 ?

Grunt
Grunt
Joined: 06 Dec 2009
Posts: 69
PostPosted: 04-25-2014 12:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hi

Is it possible to apply an triggerable dynamic light entity in q3 ?
or place an object that would emit such light, like gauntlet weapon do ?
and such object could be triggerable like func_door entity :)
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Insane Quaker
Insane Quaker
Joined: 06 Nov 2011
Posts: 250
PostPosted: 04-25-2014 04:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


Not in baseq3, but there is a feature in EntityPlus that does basically this.




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Insane Quaker
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Joined: 15 Feb 2010
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PostPosted: 04-25-2014 08:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


All *_funcs with the ability to spawn a dynamic model (model2 key) are equipped with a "color" and a "light" key.
Dedicated to lit the model this also lits the world around. :eek:

Check out my sample map and shit bricks: http://sst13.de/map-d-light.pk3 (25kB) :D

The "light" key is a little bit tricky. You have to tweak the value to get the best result. 100 - 300 depending how far the desired surface is located.
To turn the light off, you have to move the *_funcs origin into a solid structural brush. (The one with the stairs in the sample map)



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Grunt
Grunt
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PostPosted: 04-26-2014 03:21 AM           Profile Send private message  E-mail  Edit post Reply with quote




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Commander
Commander
Joined: 05 Jun 2008
Posts: 125
PostPosted: 05-02-2014 04:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
All *_funcs with the ability to spawn a dynamic model (model2 key) are equipped with a "color" and a "light" key.
Dedicated to lit the model this also lits the world around. :eek:

Check out my sample map and shit bricks: http://sst13.de/map-d-light.pk3 (25kB) :D

The "light" key is a little bit tricky. You have to tweak the value to get the best result. 100 - 300 depending how far the desired surface is located.
To turn the light off, you have to move the *_funcs origin into a solid structural brush. (The one with the stairs in the sample map)


This is the best hack/secret I have seen in a long while - amazing!!!




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Grunt
Grunt
Joined: 06 Dec 2009
Posts: 69
PostPosted: 05-03-2014 02:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


ok so I really didnt had much time to test your sample map yet, but I did it today after several problem with my motherboard and graphic card and I can say GJ

but its really odd that whatever I put this static func_door object along with attached model2 object on the map I'll get different light variations, I need to practice with it a little more, but here's my real question, is there a possibility that I could attach gauntlet object with the same flickering light animation as when you choose gauntlet weapon on your inventory and push fire button?



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Grunt
Grunt
Joined: 06 Dec 2009
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PostPosted: 05-10-2014 01:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


@sst13, unfortunately for me, artificial lights provided by You are not enough sufficient and generates significant FPS drops

maybe its because of my map structure and the place where I wanted to use those dynamic lights, theres some small light appear but its barely noticeable, most noticeable is: once they appear massive FPS drops came along with them, even if I minimized these lights to 1 at the end =)

Maybe You could provide some more complex sample map with models and different environment places where those dynamic lights can be used and appear without any problems?



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