Lights coming from light bulbs

Lights coming from light bulbs

Re: Lights coming from light bulbs Posted by Baddog on Sun Dec 26th 2004 at 2:28am
Baddog
79 posts
Posted 2004-12-26 2:28am
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
How do I make the light fixture look like it is working (lit up)
because I put a light spot under it and I see light but it doesnt look
like the light fixture light bulb is working.
Re: Lights coming from light bulbs Posted by Nanodeath on Sun Dec 26th 2004 at 8:09am
Nanodeath
356 posts
Posted 2004-12-26 8:09am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
I think your best/only option is just to find a different model...
Re: Lights coming from light bulbs Posted by WatchDog on Sun Dec 26th 2004 at 8:26am
WatchDog
43 posts
Posted 2004-12-26 8:26am
WatchDog
member
43 posts 14 snarkmarks Registered: Dec 24th 2004 Location: Australia
Most light fixture models have an on and off version
Re: Lights coming from light bulbs Posted by Baddog on Sun Dec 26th 2004 at 8:50am
Baddog
79 posts
Posted 2004-12-26 8:50am
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
so the light shouldnt be a prop_static or and prop_what?
Re: Lights coming from light bulbs Posted by Paladin on Sun Dec 26th 2004 at 12:08pm
Paladin
16 posts
Posted 2004-12-26 12:08pm
Paladin
member
16 posts 42 snarkmarks Registered: Nov 30th 2004 Occupation: Student Location: Germany
A quite good way of doing proper lights needs a few more entities. Here's a small setup i use:

1. prop_static : You choose a proper model to fit you map. For a lightbulb you find some fitting models in interiors.

2. light : Put a normal light entity directly in the lightbulb model. I
usually use a light and light_spot entity so my light isn't very
bright. You could choose for example a brightness like "255 251
204 20"

3. light_spot : The light spot entity is a lot better than a simple
light as you can change a lot more properties. Here are some properties
of my example:

Brightness: "255 251 204 50"

Linear: "20"

Quadratic: "30"

Inner Angle: "30"

Outer Angle: "60"

Focus: "1"

Pitch: "-90"

4. point_spotlight : To give the light that cool beam.

Pitch Yaw Roll : "90 0 0"

Spotlight Length: "60"

Spotlight Width: "60"

Color: "255 251 204"

Flags: No Dynamic Light

5. env_sprite : Last but not least a little sprite entity to give the bulb the last glowing touch.

Render Mode: "World Space Glow"

FX Amount: "150"

Sprite Name: "materials/sprites/glow06.vmt" (or one of the other glows, they are all quite nice)

Of course you can tweak each of these settings to fit your map, these
properties just serve as an example. If you use the sprite and
point_spotlight you won't really see if the lightbulb model is on or
off, as they make it look very bright.

This is the result of my example:

User posted image
Re: Lights coming from light bulbs Posted by Baddog on Sun Dec 26th 2004 at 12:27pm
Baddog
79 posts
Posted 2004-12-26 12:27pm
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
A quite good way of doing proper lights needs a few more entities. Here's a small setup i use:

1. prop_static : You choose a proper model to fit you map. For a lightbulb you find some fitting models in interiors.

2. light : Put a normal light entity directly in the lightbulb model. I
usually use a light and light_spot entity so my light isn't very
bright. You could choose for example a brightness like "255 251
204 20"

3. light_spot : The light spot entity is a lot better than a simple
light as you can change a lot more properties. Here are some properties
of my example:

Brightness: "255 251 204 50"

Linear: "20"

Quadratic: "30"

Inner Angle: "30"

Outer Angle: "60"

Focus: "1"

Pitch: "-90"

4. point_spotlight : To give the light that cool beam.

Pitch Yaw Roll : "90 0 0"

Spotlight Length: "60"

Spotlight Width: "60"

Color: "255 251 204"

Flags: No Dynamic Light

5. env_sprite : Last but not least a little sprite entity to give the bulb the last glowing touch.

Render Mode: "World Space Glow"

FX Amount: "150"

Sprite Name: "materials/sprites/glow06.vmt" (or one of the other glows, they are all quite nice)
Thanks alot u should post a little tutorail it would be nice.
Re: Lights coming from light bulbs Posted by Dark|Killer on Sun Dec 26th 2004 at 6:01pm
Dark|Killer
758 posts
Posted 2004-12-26 6:01pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
dude...nice small tut lol...even looks like a cool lvl u doing...
Re: Lights coming from light bulbs Posted by Myrk- on Sun Dec 26th 2004 at 6:06pm
Myrk-
2299 posts
Posted 2004-12-26 6:06pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Also don't forget to set the skin on the model your using. You'll find almost all light models have a skin 0 and 1, 0 tends to be Off and 1 On.