env_glow issues

env_glow issues

Re: env_glow issues Posted by Sinner_D on Thu Sep 18th 2003 at 6:16pm
Sinner_D
376 posts
Posted 2003-09-18 6:16pm
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
im trying to make 4 lights that have a slow strobe affect be linked to there env_glow ents so that all 4 lights and env_glow ents strobe at the sametime...why wont it work?

i also tried to manually create the slow strobe affect by targeting the lights, but realized that the env_glows have no "name" entry...any ideas?
Re: env_glow issues Posted by Failsafe on Thu Sep 18th 2003 at 11:09pm
Failsafe
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Posted 2003-09-18 11:09pm
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Use env_sprites and set the render mode to "glow" and make the value whatever you want it to be. Go from there, because i dont want to go into a detailed explanation of how to make the multi manager achieve it. :biggrin:
Re: env_glow issues Posted by Sinner_D on Thu Sep 18th 2003 at 11:23pm
Sinner_D
376 posts
Posted 2003-09-18 11:23pm
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
ok, im a dumbass...i totally didnt think about using a env_sprite...lol thnx
Re: env_glow issues Posted by Campaignjunkie on Thu Sep 18th 2003 at 11:28pm
Campaignjunkie
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Posted 2003-09-18 11:28pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Targeting the env_glows with lights would have only turned them off (assuming they had names). However, my Half-Life FGD does have Names for env_glows, so I suggest you update your FGD to the latest 3.5 beta version. Env_sprites will not change size (I don't think) as you move away; or maybe the behavior is all tied to the Render Mode anyway.

You could possibly:
  • Make a custom sprite and have the sprite actually phase in an out opacity-wise itself, and use that sprite for the env_glow. Or...
  • Set the Render FX of the env_glow (if your FGD has such a field) to that of "Slow Strobe" and hope it synchronizes with the lights. If not, turn both off then turn both on again at the same time.
 
Re: env_glow issues Posted by Myrk- on Thu Sep 18th 2003 at 11:28pm
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Posted 2003-09-18 11:28pm
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env_glows are env_sprites, same thing bar 1 thing...

Glows glow, they fade over distance by increasing in size and getting more seethrough, sprites don't, they just stay the same.
Re: env_glow issues Posted by Gorbachev on Fri Sep 19th 2003 at 1:59am
Gorbachev
1569 posts
Posted 2003-09-19 1:59am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Myrk- said:
env_glows are env_sprites, same thing bar 1 thing...

Glows glow, they fade over distance by increasing in size and getting more seethrough, sprites don't, they just stay the same.
:wtf:  with env_sprites you just set the rendermode to glow and it does the fade/size effect.
Re: env_glow issues Posted by Sinner_D on Fri Sep 19th 2003 at 11:53am
Sinner_D
376 posts
Posted 2003-09-19 11:53am
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
ok, im not only looking to get a glow affect but the glow affect needs to be triggered on and off in sequence with its corrisponding light ent. and i also want all 4 lights, and glow triggered on and off at the sametime.

ive also run into another problem, my light entities are suddenly not working, is it not a good idea to have a func_illusionary,env_sprite,and light entity overlap eachother?

i hate entities...damn them to hell

 

 
Re: env_glow issues Posted by Cash Car Star on Fri Sep 19th 2003 at 6:34pm
Cash Car Star
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Posted 2003-09-19 6:34pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
I highly recommend not using point light entity effects - they tend to be irritating and epilepsy inducing.

If you must, then there is no easy way to make the glow fade in and out with the light's strobing, you could try timing it up with some fancy multi_manager sequence, but it's highly likely you won't be able to synch it right.
Re: env_glow issues Posted by Sinner_D on Fri Sep 19th 2003 at 7:42pm
Sinner_D
376 posts
Posted 2003-09-19 7:42pm
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
ive desided to go ahead and use a simple light ent, no effects, and a env_sprite glow ent, this way i can simply sequence them together, however im still having trouble with the light ents not showing up, im in class now but im going to try compiling with only the light ents in place when i get home, i hope its possible to place multiple entities in the same place. wish me luck :razz: gotta go.
Re: env_glow issues Posted by Gollum on Fri Sep 19th 2003 at 8:39pm
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Posted 2003-09-19 8:39pm
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You can place as many entities as you like (well, up to 1024 and preferably fewer!) in the same place.
Re: env_glow issues Posted by Sinner_D on Fri Sep 19th 2003 at 9:47pm
Sinner_D
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Posted 2003-09-19 9:47pm
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
ok, well could you explain why my light ents arent working? i noticed one of the lights created its radiance on one surface(flat surface directly below the light ent), but other then that my lights arent illuminating any light whatso ever. any ideas?
Re: env_glow issues Posted by Cash Car Star on Fri Sep 19th 2003 at 9:51pm
Cash Car Star
1260 posts
Posted 2003-09-19 9:51pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Does it have a color? A brightness? Is it set to start on? Is it inside a brush? Did you run RAD? Do you have a leak? Check, recheck, and rerecheck the properties and position of the light. That's all you can do. Quite honestly, the info you provided is rather vague, and having other people dote over whether you can get a light working is just going to be draining and inefficient for all involved.
Re: env_glow issues Posted by Sinner_D on Wed Sep 24th 2003 at 10:30pm
Sinner_D
376 posts
Posted 2003-09-24 10:30pm
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
brightness is set to 100, 255 0 0 for color, it is inside a brush which is tied to a func_illusionary. no leaks, no problems noticable other then lights wont work. the lights are in the same area with sky/light_env ent...could that have anything to do with it?
Re: env_glow issues Posted by Gollum on Wed Sep 24th 2003 at 10:35pm
Gollum
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Posted 2003-09-24 10:35pm
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
ok, well could you explain why my light ents arent working? i noticed one of the lights created its radiance on one surface(flat surface directly below the light ent), but other then that my lights arent illuminating any light whatso ever. any ideas?
Sound to me like you've accidentally made it a light_spot instead of a normal light entity.  Light_spots are......well, spotlights!  That would explain why it only lights a surface below it.  Check this.
Re: env_glow issues Posted by Sinner_D on Wed Sep 24th 2003 at 10:42pm
Sinner_D
376 posts
Posted 2003-09-24 10:42pm
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
ok, i feel REALLY stupid. i realized i hadnt stopped my trigger_relay to target my lights, hense turnning them off the second the map starts...LMAO :grenade:

ok, now that all entities are working properly alone, anyone have a good setup for 4lights 4env_sprites to all be triggered on/off in sequence with eachother continuiously. sorry, im really bad with entities :sad:
Re: env_glow issues Posted by Sinner_D on Thu Sep 25th 2003 at 12:57am
Sinner_D
376 posts
Posted 2003-09-25 12:57am
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
ok, my latest compile had no triggers for anything, and yet the light ents (yes light, not light_spotlight) :razz: werent working still, so i tested raising the lights out of the func_illusionary brushes, turns out you cant have lights inside of brushes tied or not. but anyways, ive got the lights (which look really good even raised) and my env_sprite glows all working properly, all i need is the triggering help, continuious flashing is what im looking for, any takers?