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blinking/flickering lights Rate Topic: -----

#1 User is offline   W00t Icon

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Posted 29 May 2010 - 05:50 AM

ok i have tried t make some flickering lights but failed =]

i think i know how to make them... just need a script with an rgb code i think but i fail at that xD i seen cookie make an example map that had some flickering lights =] from this topic
http://www.urtjumper...opic.php?id=265
when he explained the moving plats.


if some 1 can write me a shader for a mid darkish light green blinking light. and include a .pk3 with the .map and the script ect =]

hope im not asking too much -.- xD


-w00t

This post has been edited by W00t: 29 May 2010 - 05:54 AM


#2 User is offline   Stanley Icon

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Posted 29 May 2010 - 12:34 PM

As far as I know (which isn't very far), lighting is computed at compile-time rather than at runtime, so all lighting must be static, no?

EDIT: That is to say, if I understand correctly, there is no way to have either moving lights or lights that change colour/intensity.

This post has been edited by Stanley: 29 May 2010 - 12:35 PM


#3 User is offline   Delirium Icon

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Posted 29 May 2010 - 12:55 PM

http://www.robotrene...map-slstyle.zip

theres an example, edit the shader yourself :)

#4 User is offline   ValkoVer Icon

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Posted 29 May 2010 - 04:39 PM

Flickering lights works well in urt, but -radbump switch with 27's q3map2 f**k them up :mad:

#5 User is offline   spazzattack Icon

Posted 20 June 2010 - 10:54 AM

View PostDelirium, on 29 May 2010 - 12:55 PM, said:

http://www.robotrene...map-slstyle.zip

theres an example, edit the shader yourself :)


Cool, I didn't know this was possible! There's no way of specifying frequency of the flash with a key in the entity? (rather than messing with the shader)
Cheers,

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#6 User is offline   DagF Icon

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Posted 18 February 2011 - 06:51 PM

Would it be possible to add the "style" element in a shader?

I'm having fun with models and im trying to make my map only be using lightemiting textures and the skybox ofc.

#7 User is offline   DagF Icon

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Posted 18 February 2011 - 10:05 PM

I was trying to use this and i had to use the q3map compiler to get the new shader file.
And the lights messed up decals and none of my light emitting shaders are working in the compiled map.
The object still looks bright but it has no effect to the envirement.

#8 User is offline   mindriot Icon

Posted 19 February 2011 - 11:14 AM

I have no clue if this will work, but try this:

1) Remove the _style key/value pairs from the worldspawn.
2) Create func_group entities for the brushes that would be affected by the flickering lights.
3) Apply the _style key/value pairs to the new func_group entities.
4) Save, recompile, and load.

#9 User is offline   DagF Icon

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Posted 20 February 2011 - 01:12 AM

Right
So by this the only brushed that should be affected by the flicering would be affectet while the rest of the lighting still could be coused by shaders.

This might be usefull in the future, i guess i will leve the map withouth flickering lights for now .

Just in order of anyone reading this topic:
To get this working you will have to add some values to the worldspawn. -If you download Del's link you can just look at the worldspawn values there.
Your map will have to be lightend by light enties and the lights that should be flicering will have to have the value "style" set to "1" or "2" (or whatever value you set in the wordlspawn value).
Then it's just to compile.

I'm saying this becouse i have been looking 3 times at the map in the downloade link and was trying to get some sort of shader out of it.
But the shader is generated by the q3map2 toolz when you adds the values to the light and worldspawn.

Sry typo's, I'm off to bed!

#10 User is offline   DagF Icon

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Posted 01 March 2011 - 11:11 PM

View Postmindriot, on 19 February 2011 - 11:14 AM, said:

I have no clue if this will work, but try this:

1) Remove the _style key/value pairs from the worldspawn.
2) Create func_group entities for the brushes that would be affected by the flickering lights.
3) Apply the _style key/value pairs to the new func_group entities.
4) Save, recompile, and load.


Now i am sorry i dident test this before.
I made a map with one plate that is a func_group, it have the style added to it. The worldspawn dont.
In the map i added a light entie and a model with a lightemitting shader.
I compiled the map and it works, the flickering light is flickering on all walls not just the func_group :)
And the lightemitting shader works too.

Sry for mispelling, overtierd.

This post has been edited by DagF: 01 March 2011 - 11:51 PM


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