Simulated torch

Simulated torch

Re: Simulated torch Posted by Egglet on Wed Jan 12th 2005 at 10:36pm
Egglet
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Posted 2005-01-12 10:36pm
Egglet
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3 posts 0 snarkmarks Registered: Jan 4th 2005
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?
Re: Simulated torch Posted by Crono on Wed Jan 12th 2005 at 10:38pm
Crono
6628 posts
Posted 2005-01-12 10:38pm
Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
replace one of the weapon models.

Or you could make some weird hierarchy that allows the grav gun to pick up a flaming stick ...
Re: Simulated torch Posted by Rof on Wed Jan 12th 2005 at 10:50pm
Rof
210 posts
Posted 2005-01-12 10:50pm
Rof
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210 posts 41 snarkmarks Registered: Dec 3rd 2004
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 2005 at 10:55pm
Leperous
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Posted 2005-01-12 10:55pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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 :lol:
Re: Simulated torch Posted by Rof on Wed Jan 12th 2005 at 11:05pm
Rof
210 posts
Posted 2005-01-12 11:05pm
Rof
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210 posts 41 snarkmarks Registered: Dec 3rd 2004
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.
Re: Simulated torch Posted by Egglet on Wed Jan 12th 2005 at 11:19pm
Egglet
3 posts
Posted 2005-01-12 11:19pm
Egglet
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3 posts 0 snarkmarks Registered: Jan 4th 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.