Fan shadows? oh yes...
Merkaba
Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">...shame hl engine can't cut it.</div>Fan shadows...such a sweet element to any map. There are a few methods tried and tested, such as using a 1 unit thick rotating brush to make the shadow with...I don't recall anyone doing the effect using light_spots, which would no doubt look miles better. So I had a go.
Two multimanagers, two trigger_autos, and 121 light_spots later, here is the result:
<img src="http://www.btinternet.com/~p.d.chapman/merkaba/hivefan.gif" border="0">
Cool, huh? I had fun building this room. I put a lot of effort into implementing the coolest fan shadows cast seen in any HL map, but unfortunately, in the end I had to cut it out because of the way HL handles the light_spots which generate the lights. Each light_spot is added to the visible entity packet, meaning HL soon runs out of available spaces. Naturally, this makes it pretty much useless for anything except single player maps which can be spread over several BSPs...
So, salute the l33t shadow fan effect, as I'm not convinced it'll ever see the light of day again! (At least, not on such a grand scale.)
<edit> The pause in the rotation is a .gif problem - the shadows don't pause like that in the game.
<!--EDIT|Merkaba|Mar. 05 2002,01:08-->
Two multimanagers, two trigger_autos, and 121 light_spots later, here is the result:
<img src="http://www.btinternet.com/~p.d.chapman/merkaba/hivefan.gif" border="0">
Cool, huh? I had fun building this room. I put a lot of effort into implementing the coolest fan shadows cast seen in any HL map, but unfortunately, in the end I had to cut it out because of the way HL handles the light_spots which generate the lights. Each light_spot is added to the visible entity packet, meaning HL soon runs out of available spaces. Naturally, this makes it pretty much useless for anything except single player maps which can be spread over several BSPs...
So, salute the l33t shadow fan effect, as I'm not convinced it'll ever see the light of day again! (At least, not on such a grand scale.)
<edit> The pause in the rotation is a .gif problem - the shadows don't pause like that in the game.
<!--EDIT|Merkaba|Mar. 05 2002,01:08-->
Comments
Great job though, I didn't know if it was going to be possible.
/me raises my glass to the fan shadow
I might have a possible solution, but I need to do some testing, and I don't have time right now. Go to finish Hera!
Hmm shame you won't be able to put it in, i don't know much 'bout mapping, but couldn't you use one large animated texture or woudl that juts look real crappy?
--Scythe--
<a href="mailto:the_only_scythe@yahoo.co.uk">the_only_scythe@yahoo.co.uk</a>
Lol! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
P.S. because I'm doing this I expect others to do the same and share what ever knowledge they have freely.
<a href="http://www.mumuland.co.uk/ns/map/ns_jewel/clight/bob1.zip" target="_blank">RMF file</a>
The network usage for this effect alone would mean it couldn't work in online play (an extra 4k a second to the client, somehow). If we ever do a single-player version of NS, let's put this in. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Mu, how about the .bsp?
j/k <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
<img src="http://www.mumuland.co.uk/ns/map/ns_jewel/mufandemo0001.jpg" border="0">
If this dosen't work for you then I'll cry.
<a href="http://www.mumuland.co.uk/ns/map/ns_jewel/clight/mufandemo.zip" target="_blank">BSP</a>
This effect looks too cool to just let go. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->