Triggerable dynamic lights in q3 ?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Triggerable dynamic lights in q3 ?

Post by camel »

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 :)
Image
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Triggerable dynamic lights in q3 ?

Post by KittenIgnition »

Not in baseq3, but there is a feature in EntityPlus that does basically this.
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Triggerable dynamic lights in q3 ?

Post by sst13 »

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)
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: Triggerable dynamic lights in q3 ?

Post by neoplan »

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!!!
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Triggerable dynamic lights in q3 ?

Post by camel »

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?
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Triggerable dynamic lights in q3 ?

Post by camel »

@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?
Post Reply