Columns of light

Asmodai-TPFAsmodai-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"

Comments

  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    func_illusionary with the "fade" texture, and rendermode additive.
  • pielemuispielemuis Join Date: 2002-01-25 Member: 72Members, NS1 Playtester
    There you go Asmodai!
    Couldn't have said it better Yolmer.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    only there is one thing I don't like about the fade texture: it is fading into black, which you can see if you don't let it end on the ground. I'd rather have it blue; then it would really fade into 'nothing'. Maybe i'll change this texture one day, when i need it. BTW, the guys at countermap have a great tutorial about lightning effect, also explaining this one:
    <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!
  • YolmerYolmer Join Date: 2002-01-25 Member: 84Members
    It fades into nothing if you set the rendermode to additive.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Don't forget the light_spots to go with them!
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    viper, if you changed the black to blue, it would simply fade to blue.  the 255th color (pure blue) would be the only part that would truely fade to nothing.  besides, it appears to fade to nothing anyway.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Ah, but, as it has been said before, it only fades to blue if set to additive. The color black is 'worth' 000000. The 'additive' mode takes whatever color (say it's worth 222244) and 'adds' it to whatever color is behind it, so it looks like the area behind it is glowing. That's why black is 'nothing'. It's adding 0 to it.
  • BlahmanBlahman Join Date: 2002-01-25 Member: 85Members, NS1 Playtester
    when using a fade texture, always overstretch it just a little bit, so at the bottom and top of the brush, where the texture wraps around, you don't get a dark line.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    aha... thnx for clearing that up....
  • JaciusJacius Join Date: 2002-01-25 Member: 43Members
    OOooooohhhh I've got an idea!

    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
  • Hand_Me_The_Gun_And_Ask_Me_AgainHand_Me_The_Gun_And_Ask_Me_Again Join Date: 2002-02-07 Member: 178Members
    Particle systems?

    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-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Dust motes and snowflakes in the spotlights, now that's what I call atmosphere...

    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-->
  • ScytheScythe Join Date: 2002-01-25 Member: 46NS1 Playtester, Forum Moderators, Constellation, Reinforced - Silver
    What about illuninateable particle sprites? Are they possible? That would be incredibly cool if a beam of light highlighted gently drifting snow particles as they passed through the beam.

    --Scythe--
    the_only_scythe@yahoo.co.uk
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    yep, but how to create them? maybe just create a particle sys that has dust floating around (just like snow in de_survivor) and then only placing it inside the beam (i have no par sys experience, so i'm only guessing...
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Sorry to drag up such an old topic with whats probably a daft question, but here's my problem.

    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...
  • RamsesRamses Join Date: 2002-05-21 Member: 642Members
    The fade and fade2 textures are in the halflife.wad

    Yes, env_fade is VERY different. AFAIK it fades the Player's screen to black/another color...
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Cheers m8. Much Appreciated.

    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-->
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Are there any tutorials on how to use this particle system milarky? It's not very clear. I tryed making a few, but all the particles just shoot down towards the ground, so the dust would just go straight down.

    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>
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    SamR:
    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-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--Jacius+Feb. 14 2002,11:33--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Jacius @ Feb. 14 2002,11:33)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->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<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    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-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    PS_Mouse, that almost sounds like the additive render mode.  I have no idea if that's actually how things are handled within the HL engine but it sounds pretty similar.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    I'm pretty sure HL handles lighting based solely on the faces of geometry, so 'passing through a ray of light' would be impossible.
Sign In or Register to comment.