Walking lights

jmezachjmezach Join Date: 2002-04-04 Member: 377Members
<div class="IPBDescription">How to create those</div>Hmm, I was wondering how I can create those walking light effects, seen in Hera for instance. I've been searching for a texture which does this, but I couldn't find one. Anybody have any ideas on how to create those effects?

Comments

  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    You can do it in a few ways, most obvious is func_button (each light is a func_button) which allows the texture to toggle on or off as long as you give the texture a specific prefix.
    The buttons are then managed by a multimanager to time them which is triggered by a trigger auto to start when the map loads.

    No idea if this is how it was done in Hera, Merkabra can answer this better then me, after all he made it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The best looking effect is achieved with env_sprites and env_renders using a multi-manager to co-ordiate.

    However that uses a lot of entities though, so i've resorted to using func_illusionaries and an animated texture.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    You could probably do it with a well timed particle system.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
  • jmezachjmezach Join Date: 2002-04-04 Member: 377Members
    Yeah, like you have 4 or 5 lights in a row on top of each other, and then every light goes on and off, like the light is walking up or down.
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    oh...

    personally, i would take narb's advice or else just make an animated texture light
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    well, you can do it with custom appearances, it saves some entities. (and time)

    1st light: zzzzyxwvaaaaaaaaaaaaaaaaaaaaaaaa
    2nd light: aaaaaaaazzzzyxwvaaaaaaaaaaaaaaaa
    3rd light: aaaaaaaaaaaaaaaazzzzyxwvaaaaaaaa
    4th light: aaaaaaaaaaaaaaaaaaaaaaaazzzzyxwv

    i think you have to give the lights 4 different names as well (as far as i can remember) to get them to light differently (they definitely -need- to have a name)
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Oh man, this is all more complex than it needs to be <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Assuming you are referring to the scrolling lights on Hera's landing pad, its simply a scrolling texture on a func_conveyor.

    To make a texture scroll, it must first have the word 'scroll' at the beginning of its name. EG, my scrolling light texture is named 'scrollred'.

    Here's the texture I used:
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Merk i think he meant the yellowish lights below the main hanger door at the marine spawn
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    mmmm, i wasnt talking about the red effect . . . just walking lights in general, and i find the custom appearance way the easiest for -me-

    you can always modify it to make a faster or slower effect.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    walking lights? Those large yellow ones? Why does everyone assume that they animate? I don't get it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Sign In or Register to comment.