Positioning Light Spots
Parasite
Join Date: 2002-04-13 Member: 431Members
<div class="IPBDescription">any tips?</div> Anyone have any tips on how to point lightspots where you want em?
I am currently using the hap-hazard routine of trial and error...this takes forever scince I have to re-compile over and over. (Even if it is only RAD)
I understand "Pitch, Yaw, and Roll" and how the relate to 3-D positioning, but I dont yet understand how they work in VHE...or thier default positions.
Another question...could you use a 3-D sprite in VHE to represent the Light cone in VHE, and would it position itself according to the Values you insert?
I am currently using the hap-hazard routine of trial and error...this takes forever scince I have to re-compile over and over. (Even if it is only RAD)
I understand "Pitch, Yaw, and Roll" and how the relate to 3-D positioning, but I dont yet understand how they work in VHE...or thier default positions.
Another question...could you use a 3-D sprite in VHE to represent the Light cone in VHE, and would it position itself according to the Values you insert?
Comments
Does info_target add to entity count? Or is it tossed out in RAD as well?
Thx again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I remember reading a tutorial about this, but I never put it into practice.
O well, at least I asked early on before I wasted rediculous amounts of time on it.
Why should he be? I highly doubt that you know <i>every</i> little trick in mapping. I don't, I admit, although I've been mapping for years...
If you would read the man's question:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyone have any tips on how to point lightspots where you want em?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You would see that he's just asking for good tips/tricks to easily make spot lights point in the desired location... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
info_target is still useful for effects like env_beam that require a target during runtime.
info_target is still useful for effects like env_beam that require a target during runtime. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That actually helps me out too cagy, I've been using info_targets too. Thanks a lot!
Reduces entities (as I hear info_null does) but saves you simple time and confusion in a busy map scape.
*big breath*
And hey steve.
*big breath*
And hey steve. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yep, either CSG -onlyents or ripents could be used to swap point entity information after the first compile without touching the lighting.
The color of all light information is preserved in the lightdata, so the shade to use is stored in the floor sample. Light entites aren't used in the standard Half-Life engine. The model texutre's red, green, and blue components are just multiplied by the light on the floor's red, green, and blue components. Try pointing a super bright spotlight at a wall near to but not touching the ground--models won't ever be lit by it, which you could confirm by walking its length in 3rd person view.
Spirit of Half-Life uses proximity to light entities to calcuate a single brightness value for models on the fly, as does Return to Castle Wolfenstein -- but even the Q3 engine only uses one calculated light value for the entire model instead of casting shadows on models.