Swaying lights

TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
<div class="IPBDescription">A little help</div>I'm looking for a good effect that makes it look like a hanging light is swaying back and forth, sometimes making a squeeking sound (ambience\squeeks2.wav)
Anyone know a good way to achieve this?

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Just make the light a func_pendulum.  If you want the light to shine on the ground, you'll have to add a spotlight texture on a func_train set to additive rendermode.  Only problem with that is that there won't be any actual light on the ground, so player models won't brighten up.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    If you're using a pretty small arc, you can get away with a stationary spotlight... maybe...
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    func_pendulum... never seen it before. Is that an ns-specific entity?

    EDIT: Never mind, if found it. Off to the valve-erc!
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Or you can add 3+ lights at dfferent points along the path, and give them a custom appearance that fades and shines in sequence to provide the illusion of the light moving away and approaching. I've never tried it, but I've heard it discussed.

    Anyways, good luck!
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Custom Appearance field will be what you need to use. Personally I suggest you not try this, it will be a real pain to synchronize.
  • slackillerslackiller Join Date: 2002-03-06 Member: 277Members
    but it could look cool if he can get it done. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    a real pain to synchronise? not really, as long as you write the custom appearance yourself, just make sure you have on half when the next is full, etc. oh, unless you mean with the pendulum, naaah, that would be pretty easy, just get the ground lighting how you want it to and then just tweak the pendulum speed.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    *grumbles about the use of dynamic lights*
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    my take on the situation is this...

    <b>moving lights + halflife</b> <> possible

    <b>illusion of moving lights + halflife + entities wasted</b> = possible

    <b>map + hanz + worldcraft + moving lights</b> = don't see the point in the effort for such a tiny unnecessary map feature.

    <!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    /me grumbles about a couple of lights being called a -waste of entities-

    they get deleted by zoner's anyway.
  • yesukaiyesukai Join Date: 2002-04-17 Member: 464Members
    Yeah, a couple with dynamic lights iwth custom styles being triggered in the right manner could look good. The only problem is theunpredictibility of the func_pendulem, ive heard they can act irationaly due to some rounding or something. Anywho, its not a waste of entities, it adds to the map, let nothing be too "insignificant" and your entire map will be all good things.
  • TzarconTzarcon Join Date: 2002-02-28 Member: 259Members
    actually, all I do is make the fade texture part of the func_pendulum, and even though the lighting around doesn't change, it's not really noticable. It looks <i>really</i> cool.

    and the func_pendulum works, but the entity itself is litterally buggier than the env_camera. It does something wierd every 10 seconds
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    func_pendulums have a tendency of slowing down, even if you didn't set it up to slow down. I've had swinging objects come to a halt over the course of 10-20 minutes during testing.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    you could set a trigger random to target the pendulem momentarily after a few mins, almost like boosting someone on a swing, you gotta keep pushing them to keep the momentum going
Sign In or Register to comment.