How do you set up flickerable texture lights?

How do you set up flickerable texture lights?

Re: How do you set up flickerable texture lights? Posted by parakeet on Mon May 17th 2004 at 10:13pm
parakeet
544 posts
Posted 2004-05-17 10:13pm
parakeet
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544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
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
parakeet
544 posts
Posted 2004-05-17 10:15pm
parakeet
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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
Gorbachev
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Posted 2004-05-17 10:20pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
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 parakeet on Mon May 17th 2004 at 10:22pm
parakeet
544 posts
Posted 2004-05-17 10:22pm
parakeet
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544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
i read this and i never fully got it = / i might need a tut :grenade:
Re: How do you set up flickerable texture lights? Posted by Gorbachev on Mon May 17th 2004 at 10:24pm
Gorbachev
1569 posts
Posted 2004-05-17 10:24pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
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 parakeet on Mon May 17th 2004 at 10:24pm
parakeet
544 posts
Posted 2004-05-17 10:24pm
parakeet
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0 ok thx
Re: How do you set up flickerable texture lights? Posted by Campaignjunkie on Mon May 17th 2004 at 10:26pm
Campaignjunkie
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Posted 2004-05-17 10:26pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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 Leperous on Mon May 17th 2004 at 10:27pm
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Posted 2004-05-17 10:27pm
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You copy and paste that chunk of code into your FGD file (for a func_wall, perhaps), so you can set it like you would any other property of the entity. Or you can edit the entity, press 'smartedit', and add the key style with a value corresponding to what you want it, e.g. 12

User posted image
Re: How do you set up flickerable texture lights? Posted by parakeet on Mon May 17th 2004 at 10:46pm
parakeet
544 posts
Posted 2004-05-17 10:46pm
parakeet
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544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
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
parakeet
544 posts
Posted 2004-05-17 10:48pm
parakeet
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544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
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
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Posted 2004-05-19 9:19am
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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???