Seting Up Flashing Lights

cascas Join Date: 2004-02-09 Member: 26327Members
well i wonderd how to set flashing/dimming lights that flash and can be colors <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2004
    you have to look in the lightentity keys:

    - apearance
    flickering or dimming lights can be set with the many settings in this key
    - Brightness
    the first 3 numbers here are the color, use pick color to select the color.
    The last one is the brightness of the light rangeing from 0 (no light) to 255 (maximum light).

    if this is what you mean (hammer editer settings btw) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • cascas Join Date: 2004-02-09 Member: 26327Members
    thans for the fast reply <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> to bad im still at school lol
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin-Kouji San+Mar 2 2004, 05:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 2 2004, 05:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The last one is the brightness of the light rangeing from 0 (no light) to 255 (maximum light). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This doesn't have a maximum of 255. The colour values do, but I don't know what the maximum is for brightness/intensity, or if there even is one. I have one light with an intensity value of 6000.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    heh your right <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> just tested it Ah well I always use 255 as maximum for light, the 1 bounce in RAD does weird stuff at such a high value
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    QuArK give 300 by default for intensity, but i've no idea if it's the maximum
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited March 2004
    <!--QuoteBegin-Droggog+Mar 2 2004, 11:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Droggog @ Mar 2 2004, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> QuArK give 300 by default for intensity, but i've no idea if it's the maximum <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Technically the maximum intensity value the compiler will handle is ~1,200,000,000,000,000,000,000,000,000,000,000,000 if your color values are between 1 and 255... your rooms WILL appear fullbright if you use this value, though <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.

    Internally the color is a vec3_t, which is an array of three floats. The color values are multiplied by the intensity when the light parameters are read from the entity. There isn't actually a cap of 255 on the color values; the range from 0-255 happens to be used for the actual amount of each color on walls because it's being stored as an unsigned byte. Editors may artificially restrict the numbers.
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