Columns of light
Asmodai-TPF
Join Date: 2002-01-29 Member: 128Members
<div class="IPBDescription">Wheeeee!</div>Hiyah mappers!
Is it possible to create columns of light in WC?(for those familiar to the fellowship of the ring movie-theshaft of light that falls on Balins tomb in the mines of moria)
I thought it would be really cool to hav a large hall with rows of pillars of light in relative darkness....It would highlight someone(or thing) walking through it and create a nice atmosphere.Is this at all possible in WC?
Asmodai"Im on Kungfu-chicken's Hitlist"
Is it possible to create columns of light in WC?(for those familiar to the fellowship of the ring movie-theshaft of light that falls on Balins tomb in the mines of moria)
I thought it would be really cool to hav a large hall with rows of pillars of light in relative darkness....It would highlight someone(or thing) walking through it and create a nice atmosphere.Is this at all possible in WC?
Asmodai"Im on Kungfu-chicken's Hitlist"
Comments
Couldn't have said it better Yolmer.
<a href="http://countermap.counter-strike.net/Tutorials/tutorial.php?id=52" target="_blank">http://countermap.counter-strike.net/Tutorials/tutorial.php?id=52</a>
succes!
You know the dust-particles that float around in sun-beams? You could spend a few minutes and make a killer particle system to emulate those <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> That would add the perfect touch to your light-shafts
-Jacius
I had an idea for ns_sugarlump - the two dropships parked outside in the dark, snowflakes illuminated by the bright front-facing floodlights attached to the sides... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I can barely wait to see those effects <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
--Scythe--
the_only_scythe@yahoo.co.uk
I followed those links, read and understood the tutorials, even found a few more very helpful ones,scanned the VERC forums for hints, but, still one snag.
I cant find the "fade" and "fade2" textures.!( no sniggering at the back..) Do they show along with all the other NS textures in the nstr.wad or are they hiding elsewhere/ labelled as something else <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
I found an env_fade but thats a point based entity not a texture so I assume it does something quite different.
Thanks in advance for any help in answering this admittedly noobish query...
Yes, env_fade is VERY different. AFAIK it fades the Player's screen to black/another color...
I'm afraid this is my first go at Hammer.
Another problem sussed, only 13,866 to go... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
I have changed the gravity of the level, which alters the way of the particles, but doing that makes everyone float, which doesn't make for good gameplay...!
Any thoughts anyone!?
-SamR
<a href="http://www.planethalflife.com/afterlife" target="_blank">http://www.planethalflife.com/afterlife</a>
Greedo wrote up a great PS guide which you can find <a href="http://pstutorial.tripod.com/" target="_blank">here.</a>
CrouchingHamster,HiddenElvis:
Sweet, Good luck! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
<!--EDIT|ken20banks|Oct. 01 2002,16:49-->
Well, a while ago I posted a thread that suggested adding this ability to the env_custom_particles....but it somehow dissapeared. So here's what I remember of the idea:
when a particle enters a ray of light, 25% of the RGB value of the light would be added to the sprite.
eg. a gray sprite (192,192,192) passes through the rays of a green light (128,255,128)
128 x 25% = 32
255 x 25% = 64
128 x 25% = 32
192 + 32 = 224
192 + 64 = 255
192 + 32 = 224
So while the sprite is in the light it's RGB value would be 224,255,224 instead of 192,192,192.
This is a simple example so I haven't gone into, distance from the light and other stuff like that.
Actually, I'm not even sure if this could be done in the HL engine, but if it could..... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->