Lights on and off.. More complicated than it sounds.

Lights on and off.. More complicated than it sounds.

Re: Lights on and off.. More complicated than it sounds. Posted by Sphinx on Sat May 15th 2004 at 7:54pm
Sphinx
9 posts
Posted 2004-05-15 7:54pm
Sphinx
member
9 posts 11 snarkmarks Registered: Dec 23rd 2002
Ok im making apartment buildings... And I need to make a brush with a flourecent light texture that is on the ceiling... connected to a light switch... when the switch is off.. the light texture is a flourecent light, turned off... and when the switch is turned on, the texture changes to a lit light... under that i want a light entity that lights up the room, but not too bright.
Re: Lights on and off.. More complicated than it sounds. Posted by KungFuSquirrel on Sat May 15th 2004 at 7:58pm
KungFuSquirrel
751 posts
Posted 2004-05-15 7:58pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
There are two ways to do this. One way is using the toggleable texture light code in the most recent MHLT and XP-Cagey revisions of the tools, for which you can find documentation on in the tool reference file.

Or, to do this with a point light, make your light brush and turn it into a func_wall (or func_button- make sure that you have both the on and off textures for the light, but texture the light with the 'off' texture though so it doesn't start lit up). Then add a light entity below it. Give the light entity and func_wall the same name, then make a func_button switch targeting those entities.

(edited by Lep for extra clarity and whatnot)
Re: Lights on and off.. More complicated than it sounds. Posted by Sphinx on Sat May 15th 2004 at 8:12pm
Sphinx
9 posts
Posted 2004-05-15 8:12pm
Sphinx
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9 posts 11 snarkmarks Registered: Dec 23rd 2002
but i want it activated with a light switch.
Re: Lights on and off.. More complicated than it sounds. Posted by Crono on Sat May 15th 2004 at 8:23pm
Crono
6628 posts
Posted 2004-05-15 8:23pm
Crono
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6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Do what KFS said in the first part of his answer (for the different textures), then just place a light entity under it (it can be as many as you like ... just don't over do it.) Then have them all with the same name (as he said) and have the button target them and have it set to toggle as well ... if I remember correctly, it's been awhile :\ . You can set them to be initially off as well, if you like.

In otherwords, Andrew answered your question :smile:
Re: Lights on and off.. More complicated than it sounds. Posted by Sphinx on Sat May 15th 2004 at 8:25pm
Sphinx
9 posts
Posted 2004-05-15 8:25pm
Sphinx
member
9 posts 11 snarkmarks Registered: Dec 23rd 2002
lol... i think im gonna need a demo rmf... im soo lost
Re: Lights on and off.. More complicated than it sounds. Posted by Crono on Sat May 15th 2004 at 8:36pm
Crono
6628 posts
Posted 2004-05-15 8:36pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
How about going to the collective and looking at the properties of the light entities and some texture lighting tutorials?

The Collective's Half-Life Entity list

Basic Texture Lighting

And there's also "... toggleable texture light code in the most recent MHLT and XP-Cagey revisions of the tools, for which you can find documentation on in the tool reference file. ..."

ZHLT 2.5.3 Custom Build

XP-Cagey ZHLT 1.7

I hope these help. Read up on everything then come back and look at KFS's answer :smile: