Re: How do you set up flickerable texture lights?
Posted by parakeet on
Mon May 17th 2004 at 10:13pm
Posted
2004-05-17 10:13pm
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hey i am really interested on how to get the texture lights alterative like the regular light entity flickerable ect... i have i heard it can be done with my version of zhlt , Zhlt_1.7p13.zip
Re: How do you set up flickerable texture lights?
Posted by parakeet on
Mon May 17th 2004 at 10:15pm
Posted
2004-05-17 10:15pm
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by the way i have already edited the file so that i can create the texlights entity
Re: How do you set up flickerable texture lights?
Posted by Gorbachev on
Mon May 17th 2004 at 10:20pm
Posted
2004-05-17 10:20pm
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The Merl set of tools comes with an instructions.html file that tells about doing this and the available flickers etc.
<TABLE width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor="black"><tr><td style="font-size:11px; color:gold">? quote:</td></tr><tr><td bgcolor="#151515">
<TABLE style="BORDER-RIGHT: #b36804 0px solid; BORDER-TOP: #b36804 0px solid; BORDER-LEFT: #b36804 0px solid; BORDER-BOTTOM: #b36804 1px solid" cellSpacing=0 cellPadding=0 width="100%" border=0>
<TR>
<TD>enhanced texlights</TD></TR></TABLE>
All texlights can now pulse, flicker, and switch on and off, just like normal light entities. To use this feature, you need to set the 'style' value on the brush entity which has the light-emitting texture.
If your .fgd doesn't include style values, you can add the following to any entity...
<PRE> style(choices) : "Texlight style" : 0 =
[
0 : "Normal"
-3: "Grouped"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12: "Underwater"
]</PRE>
The Grouped setting is essentially a hack to allow your texlights to be switchable. To use it, create a brush entity with texlights on it, and set its style to Grouped; then create a light entity with the same name as the brush entity.
Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity! In other words, turning the light on and off will now turn the texlights on and off, too. (You'll probably want to set the brightness of the light entity to 0.01, so that it emits no light of its own.)
(This trick is unnecessary if you're using Spirit of Half-Life, which supports switchable texlights directly.)
</td></tr></table>
Re: How do you set up flickerable texture lights?
Posted by Gorbachev on
Mon May 17th 2004 at 10:24pm
Posted
2004-05-17 10:24pm
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Basically you make the brush entity that has the texture lights on it, and add a "style" value to it.
Re: How do you set up flickerable texture lights?
Posted by Campaignjunkie on
Mon May 17th 2004 at 10:26pm
Posted
2004-05-17 10:26pm
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The feature is rather buggy (apparently):
I have recieved several complaints regarding this feature, primarily false reports of the "Too many lightstyles on a single face" error on large or complicated maps, where the previous version of the tools worked fine.
Re: How do you set up flickerable texture lights?
Posted by parakeet on
Mon May 17th 2004 at 10:46pm
Posted
2004-05-17 10:46pm
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i got a FUNKY messed up sumthin
Re: How do you set up flickerable texture lights?
Posted by parakeet on
Mon May 17th 2004 at 10:48pm
Posted
2004-05-17 10:48pm
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OMFG I FEEL liek an idiot fixed everthin apreciated everthin u guys said ==DDD
Re: How do you set up flickerable texture lights?
Posted by Orpheus on
Wed May 19th 2004 at 9:19am
Orpheus
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i would swear this question was asked before.. perhaps masters gorby or lep would take it upon themselves to use this thread as a base for a tutorial???