Re: [article] Sharp light from windows
Posted by ReNo on
Thu May 26th 2005 at 12:43pm
Posted
2005-05-26 12:43pm
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Simple premise but not doubt something a lot of people have been wondering how to achieve. By the way, your windows don't need to be opaque to make use of this effect - you can quite happily build a skybox in the shape of your "light tunnel" and it will look normal in game while still giving this lighting effect.
Re: [article] Sharp light from windows
Posted by habboi on
Thu May 26th 2005 at 1:29pm
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Ah finally I see how you created this effect!
Thanks because now I won't have to use that static model in the effects folder.
Re: [article] Sharp light from windows
Posted by ReNo on
Thu May 26th 2005 at 2:02pm
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Well to be fair that is actually used to create a different effect. This tutorial explains how to get realistically shaped light spots from a window or other opening. The prop you are talking about is used to create visible "beams" of light. These two could easily be used together if the situation calls for it.
Re: [article] Sharp light from windows
Posted by satchmo on
Thu May 26th 2005 at 4:28pm
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Nice tutorial. Concise yet detailed enough to be easily understood. The illustration is well done.
Re: [article] Sharp light from windows
Posted by DrGlass on
Thu May 26th 2005 at 11:00pm
Posted
2005-05-26 11:00pm
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ReNo is right Habboi, this is used to create a light shape one the floor, though you could also use dustmolts to help with a beam affect.
Re: [article] Sharp light from windows
Posted by XenNetwork on
Fri May 27th 2005 at 3:48am
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Your little example is sorta confusing like the func_brush part it looks like a whole bunch of dffrent brushes(hence all the white lines) and it dosent work for me either
Re: [article] Sharp light from windows
Posted by DrGlass on
Fri May 27th 2005 at 6:45am
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I"ll update the pic to make it more clear. You need to make a hole in your wall where you want your window to go, then place a 5 sided box against the hole in your wall. Then fill your hole with a func_brush, this will be your window. Hope this clears things up.
Re: [article] Sharp light from windows
Posted by XenNetwork on
Sun May 29th 2005 at 1:17am
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Ok its a little bit clearer now what you mean but whats it mean by nodraw, do i put a nodraw brush/texture?
Re: [article] Sharp light from windows
Posted by DrGlass on
Sun May 29th 2005 at 6:09am
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Nodraw is a texture, you place it on a brush face that the play wont be able to see, so the engin doesn't draw the face and add to negative FPS (ever so slightly)
Re: [article] Sharp light from windows
Posted by Andrei on
Sun May 29th 2005 at 9:48am
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It's an interesting idea but i think i've got a better idea on how to do this: just put the spotlight inside the hall, right off the side of the window and place a func_illusionary rail wrapped in a texture with the rendernt 0 in the middle of tha hall, so that the light_spot shines on the it. You should obtain the same effect.
Re: [article] Sharp light from windows
Posted by DrGlass on
Sun May 29th 2005 at 9:56am
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Not quite sure what you mean, if you use just a spot light for the light-thru-window affect then you wont get the shape on the floor.
If you mean to use the rail to cast the shadow, that would work... BUT you have no controle over how the shadow will be cast and the block light can be made to fit the window style.
Re: [article] Sharp light from windows
Posted by Leperous on
Mon May 30th 2005 at 1:07pm
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It's not hard: you put a light_spot behind your window, which is a func_brush, and you make extra brushes where the beams/bars are meant to be in the window using the BLOCKLIGHT texture (which will thus cause shadows to be cast properly on the floor). Of course, you don't need this angled NODRAW/SKYBOX box behind it- a square block will do just fine.
Re: [article] Sharp light from windows
Posted by DrGlass on
Mon May 30th 2005 at 10:32pm
Posted
2005-05-30 10:32pm
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True... you could just make a large box outside of the window, but if you had multible windows you'd need more than one box or the lighting wouldn't work.