Digging into the code to create a new weapon is out of the scope of
this forum (and most others at this stage), so for now I'm looking to
create a 'fake' wood and flame torch, ie a dynamic light following the
player and casting out from their position in a full 360 degree circle.
Ideas?
[addsig]
1
Re: Simulated torch
Posted by Crono on Wed Jan 12th at 10:38pm 2005
Posted by Crono on Wed Jan 12th at 10:38pm 2005
replace one of the weapon models.
Or you could make some weird hierarchy that allows the grav gun to pick up a flaming stick ...
[addsig]
Or you could make some weird hierarchy that allows the grav gun to pick up a flaming stick ...
[addsig]
Re: Simulated torch
Posted by Rof on Wed Jan 12th at 10:50pm 2005
Posted by Rof on Wed Jan 12th at 10:50pm 2005
Can't see why you can't create a func_physbox for the stick, and parent
an env_flame and a light_dynamic to the physbox. Might need to play
with the preferred carry angles to get it to look right.
Re: Simulated torch
Posted by Leperous on Wed Jan 12th at 10:55pm 2005

Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by Leperous on Wed Jan 12th at 10:55pm 2005
I'm sure you can make an electric torch which creates an easily defined beam of light, but a flaming torch would illuminate all the surroundings, which I don't think you can do with a light_dynamic entity (though if you could parent a light entity that would work!). Unless you stuck several together, and wanted to kill people's PCs with all that dynamic light rendering ![]()
Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Re: Simulated torch
Posted by Rof on Wed Jan 12th at 11:05pm 2005
Posted by Rof on Wed Jan 12th at 11:05pm 2005
You know, I didn't even realize that light_dynamic worked like a spotlight, with a cone angle, etc.
I wonder what happens if you set the cone angle really high, like 180 degrees or something... it will probably choke on it, I'd bet.
I wonder what happens if you set the cone angle really high, like 180 degrees or something... it will probably choke on it, I'd bet.
Re: Simulated torch
Posted by Egglet on Wed Jan 12th at 11:19pm 2005
Posted by Egglet on Wed Jan 12th at 11:19pm 2005
To clarify, right now I'm only interested in getting a decent lighting
effect up and running. The weapon model and intricacies of using it can
wait.
I didn't realise the dynamic lights were cones, because I was thinking about the circle of light they cast on the floor, but forgetting that they're pointed down to do it. The only thing I've tried so far is basically that: Having one dynamic light above the player, pointed down with an angle wide enough to cover the sides. Which looks fine on flat surfaces, but falls apart when you hit a wall.
If two back to back are the only way to do it, that's within the scope of what I want to do. There's not going to be much light or activity on the map apart from the torch effect. I'm guessing two 180 cones will have a noticable seam where they meet. Moreso if the lights are flickering.
I didn't realise the dynamic lights were cones, because I was thinking about the circle of light they cast on the floor, but forgetting that they're pointed down to do it. The only thing I've tried so far is basically that: Having one dynamic light above the player, pointed down with an angle wide enough to cover the sides. Which looks fine on flat surfaces, but falls apart when you hit a wall.
If two back to back are the only way to do it, that's within the scope of what I want to do. There's not going to be much light or activity on the map apart from the torch effect. I'm guessing two 180 cones will have a noticable seam where they meet. Moreso if the lights are flickering.
1
© Snarkpit.net 2001 - 2023, about us, donate, contact
Snarkpit v6.1.0 created this page in 0.0265 seconds.

Snarkpit v6.1.0 created this page in 0.0265 seconds.

