I have a light that works w/ a switch ( it's a script model, I think everybody knows this kind of model, fx/dummy.tik, etc...)
The problem is this kind of light reflects in the other side of the wall (outside de room). Normal lights don't "pass thru" the wall...
How to avoid it?
Script model light
Moderator: Moderators
Hey, this might become the 2nd time you solve one of my problems. I tried this once with flickering torches...
I believe, the problem is that the compiler doesn't know that there will be a light and the light doesn't know about the wall either!?
I then suggested, that making those script_models spotlights with spot_angle/90 might work. But I couldn't work it out and noone else tried to...
I believe, the problem is that the compiler doesn't know that there will be a light and the light doesn't know about the wall either!?
I then suggested, that making those script_models spotlights with spot_angle/90 might work. But I couldn't work it out and noone else tried to...
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Daniel Radcliffe
- Second Lieutenant
- Posts: 168
- Joined: Fri May 30, 2003 9:49 am
Design
That type of light is called a "dynamic light". The same thing is used for muzzle flashes, bazooka shells, granade explosions, and the like. It was never intended to be a room light.
The only thing you can do is design the map to use them--like thicker walls. They would work in tunnels because the space around the tunnel is not seen. Normal lights should also be added to make up for the crummy looking light of dynamic lights.
The only thing you can do is design the map to use them--like thicker walls. They would work in tunnels because the space around the tunnel is not seen. Normal lights should also be added to make up for the crummy looking light of dynamic lights.
