Better flashlight [Images :D]

FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
edited February 2012 in Modding
<div class="IPBDescription">Not sure if it's really a ""mod"" but yeah. It&#39</div>I'm not sure if it's a ""mod"" but yeah, it's not default.

Default flashlight
<img src="http://i42.tinypic.com/a14jls.jpg" border="0" class="linked-image" />
My flashlight
<img src="http://i39.tinypic.com/8zgyft.jpg" border="0" class="linked-image" />
and here's the atmospherics
<img src="http://i44.tinypic.com/wkg5xf.jpg" border="0" class="linked-image" />
Here's the ranges
A model of a marine is used as a reference

Straight on (any farther away and the center light is gone)
<img src="http://i43.tinypic.com/w6qlms.jpg" border="0" class="linked-image" />

Angled
<img src="http://i41.tinypic.com/wck1h4.jpg" border="0" class="linked-image" />

I'm almost ready to release the files.
I'm just going to see if I can get the smaller circles in the middle to be attached to your current weapon.
I might also wait untill next patch.

It'd be pretty awesome if this became the standard NS2 flashlight.

Comments

  • DemonerDemoner Join Date: 2012-02-13 Member: 145288Members
    I Must say the standard flashlight seems pretty useless. The flashlight feels as if it hinders the marines (shows your location like a beacon) than helps. By the time you shine your light on an Alien, he is biting at your ankles.. This seems to be a healthy fix for that.
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    edited February 2012
    I've hit a snag on attaching lights to the active weapon

    the code provided by the wiki does not work.

    local coords = self:GetActiveWeapon():GetAttachPointCoords( 0 )
    coords = coords * Coords.GetRotation( Vector(0,1,0), math.pi/2 )
    self.flashlightObject:SetCoords(coords)

    that's the code btw.


    I'm pretty sure math.pi/2 could be replaced with math.rad(90)


    either way the lights I try to attach to the active weapon (the 2 smallest lights) don't turn on
    hmmmmmmmmmmmmmmmmm



    on the upside
    I compressed a bit of the flashlight code I added.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    So is <b>all</b> lighting done client-side? So you could remove all blinding atmospheric effects when playing marines and increase them ridiculously when playing aliens?
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Uh... Hrm... This is beginning to sound... Exploitable...
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Wait until Server-Client hash-checks are put in place, until then you'll have to live with cheating\exploiting\otherwise dodgy stuff.
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    edited February 2012
    <strike></strike>I'm not sure if ALL lighting is done client side. but I know the flashlights are.

    Rokiyo, it's already exploitable anyway, I hope my version of the flashlight, (or one by the devs) gets implemented if they intend to implement server client hash checks. As I would be sad if I couldn't change my flashlight to not suck.

    <strike>Still can't get the middle 2 circles to be associated with the activeweapon.</strike>
    I got the small lights to attach to the activeweapon BUT SADLY they go where your thirdperson model is aiming the gun...... which almost never relates to where your viewmodel is aiming.
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    edited February 2012
    NEW IMAGES
    Here's what the flashlight looks like to other people. (or to you from another person)

    Standard Imma be behind you while we attack stuff, view.
    <img src="http://i40.tinypic.com/rfrp.jpg" border="0" class="linked-image" />

    The I'M COMING TO SAVE YOU view
    <img src="http://i44.tinypic.com/mtb4tv.jpg" border="0" class="linked-image" />

    The IMMA RUN THIS WAY view
    <img src="http://i43.tinypic.com/14sf88n.jpg" border="0" class="linked-image" />

    The release date is the next NS2 update.
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited February 2012
    I really dont like this. It looks like you have 2 flying spotlights with the origin starting shortly before the light before fades out. (while its not the way you did it, it looks like that)

    UWE said many times, they will add textures for lights.

    I much prefer the single spotlight for now than this.

    Example light:
    <a href="http://img80.exs.cx/img80/3483/AIHigh.jpg" target="_blank">http://img80.exs.cx/img80/3483/AIHigh.jpg</a>

    Example texture: (not from the same light)
    <a href="http://www.packtpub.com/sites/default/files/Article-Images/2923OS_04_06.png" target="_blank">http://www.packtpub.com/sites/default/file...923OS_04_06.png</a>


    I really dont understand why you need 3 threads for this...
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    <!--quoteo(post=1903572:date=Feb 15 2012, 07:02 PM:name=Fragmagnet)--><div class='quotetop'>QUOTE (Fragmagnet @ Feb 15 2012, 07:02 PM) <a href="index.php?act=findpost&pid=1903572"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The 3 lights arn't supposed to make it textured
    They're supposed to give it more range with some logic put into it.
    dimmest goes away first etcetc<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't need 3 threads The ideas and suggestions thread was first (because it was an idea) and there's a """"mod"""" page for it because... that's what it is.
    the general discussion one is just general discussion about whether or not people like the current marine flashlight.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    If you e-mail me your lua code to look at I'll see how it works in-game (for possible inclusion).

    charlie@unknownworlds.com
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    <!--quoteo(post=1903825:date=Feb 16 2012, 07:28 PM:name=Flayra)--><div class='quotetop'>QUOTE (Flayra @ Feb 16 2012, 07:28 PM) <a href="index.php?act=findpost&pid=1903825"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(for possible inclusion)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I hope so :D
  • slimeslime Join Date: 2010-07-14 Member: 72352Members
    Hmm, to me this looks much more 'fake' than the current flashlight. Real flashlights/conical beams don't behave quite like that.
  • Deagle2Deagle2 Join Date: 2010-11-30 Member: 75360Members
    I know lots of people want a less neat flashlight than the current one, but Sci-Fi wise it actually makes more sense that flashlight becomes like that in the future. There is no interest in having a less bright halo around the middle of the light. Would be more logical than future flashlight tend to having a halo as bright as the centre. I think the current flashlight is fine.
  • FragmagnetFragmagnet Join Date: 2010-07-26 Member: 72873Members
    edited February 2012
    RELEASE
    The files go in your natural selection2\ns2\lua folder

    Check my modlist page.
    (it's in my sig)

    not in build 196
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