Fancy Lighting

Night_EagleNight_Eagle Join Date: 2003-11-07 Member: 22373Members
<div class="IPBDescription">...Moving Spotlights...</div> Is it possible to make moving spotlights?

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    No, not really, unless you feel like making a bunch of them all angled in different directions, which would take up alot of entities and lightdata.
  • BlackPlagueBlackPlague Join Date: 2004-02-02 Member: 25990Banned
    umm i think so..

    have a long light touching and fading the texture touching the floor connected to a func_rotate easy.
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    what do you mean by moving?

    you can make a func_train or something like that to follow a path and get the spoltight to target the func_train so taht the spotlight follows a path. there might be a way to get the source of the ligth to move as well but im not sure.
  • Night_EagleNight_Eagle Join Date: 2003-11-07 Member: 22373Members
    Is the target key on lights what the lights point at?
    If so, can they only target entities?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Night-Eagle+May 29 2004, 04:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Night-Eagle @ May 29 2004, 04:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is the target key on lights what the lights point at?
    If so, can they only target entities? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The ideal thing for a spotlight would be an info_target, but since these add to the runtime entities, it's better to use an info_null. If you point it at a func_train, I don't think it'll move.
  • NEO_PhyteNEO_Phyte We need shirtgons&#33; Join Date: 2003-12-16 Member: 24453Members, Constellation
    if you point it at a func_train, be sure to include an origin brush in said train

    if you dont, the light will point towards 0,0,0 on your map (the center)
  • Night_EagleNight_Eagle Join Date: 2003-11-07 Member: 22373Members
    edited May 2004
    Oh...
    ...
    that is why targeting my brush didn't work,
    I forgot the origin brush.
    Thanks
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    ok to tell you the truth, i havent really tried that with spotlights, but with a camera instead, but im hoping its still the same. it also worked with env_beam or whatever i used to make lasers
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Chods+May 31 2004, 12:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Chods @ May 31 2004, 12:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ok to tell you the truth, i havent really tried that with spotlights, but with a camera instead, but im hoping its still the same. it also worked with env_beam or whatever i used to make lasers <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well, even if it does work, which I doubt, it will probably boost your lightdata by 30 percent or something...
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Moving spotligts will NOT work. Half-Life doesn't dynamicaly calculate the lights, and would have to precalculate every single position the light could assume.
    You can simulate the effect with a rotating func_whatever brush and a fading texture, as mentioned by BlackPlague.
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