Page 1 of 1
flickering lights?
Posted: Tue Oct 18, 2011 6:55 am
by IveGotPenisEnvy
is it possible to create flickering lights for quake 3? like the ones you see in doom?
Re: flickering lights?
Posted: Tue Oct 18, 2011 11:40 am
by GtkRadiant
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.

Re: flickering lights?
Posted: Tue Oct 18, 2011 11:43 am
by GtkRadiant
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.

Re: flickering lights?
Posted: Tue Oct 18, 2011 1:52 pm
by Eraser
AFAIK they work in jk2, not Q3
Re: flickering lights?
Posted: Tue Oct 18, 2011 2:53 pm
by obsidian
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
Re: flickering lights?
Posted: Tue Oct 18, 2011 6:01 pm
by themuffinman
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.
Re: flickering lights?
Posted: Tue Oct 18, 2011 8:26 pm
by IveGotPenisEnvy
weird, when i try adding the keys it doesn't work.
Re: flickering lights?
Posted: Tue Oct 18, 2011 9:01 pm
by GtkRadiant
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:
Re: flickering lights?
Posted: Tue Oct 18, 2011 9:08 pm
by Eraser
But isn't the fact that they're all the same exactly what the problem is here?
Re: flickering lights?
Posted: Tue Oct 18, 2011 10:46 pm
by GtkRadiant
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.

Re: flickering lights?
Posted: Wed Oct 19, 2011 4:28 am
by IveGotPenisEnvy
entityplus? i'm using gtkradiant and when i try adding the key to worldspawn it doesn't get added.
Re: flickering lights?
Posted: Wed Oct 19, 2011 6:51 am
by themuffinman
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.
Re: flickering lights?
Posted: Wed Oct 19, 2011 6:56 am
by Eraser
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.
Re: flickering lights?
Posted: Wed Oct 19, 2011 6:28 pm
by obsidian
This thread makes me facepalm.
Re: flickering lights?
Posted: Fri Oct 21, 2011 4:34 am
by IveGotPenisEnvy
im using 1.4.0 and i selected an ordinary brush but it didn't work either.
Re: flickering lights?
Posted: Fri Oct 21, 2011 10:19 am
by Delirium
obsidian wrote:This thread makes me facepalm.
Re: flickering lights?
Posted: Sun Oct 23, 2011 7:14 am
by bludshot
You can definitely do flickering lights with q3map2 and lightstyles.
Re: flickering lights?
Posted: Thu Nov 24, 2011 4:02 pm
by IveGotPenisEnvy
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.
Re: flickering lights?
Posted: Wed Nov 30, 2011 10:47 am
by r3t
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

Re: flickering lights?
Posted: Wed Nov 30, 2011 10:56 am
by Eraser
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.
Re: flickering lights?
Posted: Wed Nov 30, 2011 4:07 pm
by obsidian
You can set light juniors in the room to give off an averaged level of brightness so it looks okayish most of the time.