Light BEAM
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Light BEAM
I give up...
I am too stupid to make a spotlight with a light beam. It don't have to move or anything, I just need a lamp hanging from above, a light source under it, shining to the floor with a angle of about 40 deg only (that's, what I could manage) and then: A LIGHT BEAM from the lamp to the floor!
I've seen this in lots of maps but I can't find textures that work or even are animated like the beam of the equipment/searchlight_on.
What do I have to do? What texture could I try? Me and others posted this question before, but before the final answer came, these posts were forgotten?! I can't believe, that nobody of you knows how to do it, so PLEASE help me (and the others)!
BTW, is there any place, were all these checkboxes in the surface-explorer are explained??
I am too stupid to make a spotlight with a light beam. It don't have to move or anything, I just need a lamp hanging from above, a light source under it, shining to the floor with a angle of about 40 deg only (that's, what I could manage) and then: A LIGHT BEAM from the lamp to the floor!
I've seen this in lots of maps but I can't find textures that work or even are animated like the beam of the equipment/searchlight_on.
What do I have to do? What texture could I try? Me and others posted this question before, but before the final answer came, these posts were forgotten?! I can't believe, that nobody of you knows how to do it, so PLEASE help me (and the others)!
BTW, is there any place, were all these checkboxes in the surface-explorer are explained??
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[-[usf]-] commando
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Depending on the desired effect, you can place 'spot lights' and then tweak the angles and colors, pain in the a** but works. But if you want the 'beam' to be visable with the little dust particles floating through it, I'm no help and doubt it is possible unless you're a true wiz with scripts and models.
You 'might' get the same effect by placing a series of low intensity lights along a common path though, gradually increase brightness to form a rough shape. Not too sure about that, just brainstorming. What about that 'light clip'.... hmmmmmmm.. not sure how it works but experiment with it maybe too see if it keeps light IN or OUT. You need some kind of tweak on the 'glowing' surfaces. In 'Thief's' old 'Dark Engine' I could do it for ya!
You 'might' get the same effect by placing a series of low intensity lights along a common path though, gradually increase brightness to form a rough shape. Not too sure about that, just brainstorming. What about that 'light clip'.... hmmmmmmm.. not sure how it works but experiment with it maybe too see if it keeps light IN or OUT. You need some kind of tweak on the 'glowing' surfaces. In 'Thief's' old 'Dark Engine' I could do it for ya!
This is REALLY a pain the ***.
I found common/adjustable_volumetric. Looks as if I were on the right way.
But then, it is too bright, too opaque or the particles move too fast or are too small or anything else
Reading 'adjustable' in the name makes me think of something adjustable - don't call me stupid, please. So what is adjustable, and where or how.
Next post will probably tell me, that I will have to write a script to change the colour of the beam. Please don't - I can't hear it anymore!
I found common/adjustable_volumetric. Looks as if I were on the right way.
But then, it is too bright, too opaque or the particles move too fast or are too small or anything else
Reading 'adjustable' in the name makes me think of something adjustable - don't call me stupid, please. So what is adjustable, and where or how.
Next post will probably tell me, that I will have to write a script to change the colour of the beam. Please don't - I can't hear it anymore!
A little more explanation a little more action
[blush]
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Well there are three things you got to do.
Hope this helped you it a bit, because beams are cool 8) .
Well there are three things you got to do.
- Edit the texture. The texture is in pak1.pk3 or pak2.pk3 in the common folder. Open the tga file with Photoshop or something and adjust it to your needs. Then save it under some different name, including your map name, e.g. textures/mymap/mybeam.tga
- Create a shader file. Find the original shader in pak0.pk3 (scripts/common.shader). Scroll until you find the adjustable volumetric shader. Copy this section and paste into a new file. Then edit that file to use your texture (modify the 'map' stage). Also modify the shader name on top. Then save as scripts/mymap.shader.
- (Re)start Radiant. In the textures menu, find the folder with your map name (e.g. textures -> mymap). Your new texture should appear in the texture window. Apply it where you want and compile your map.
Hope this helped you it a bit, because beams are cool 8) .
If this works, you are really jv_GOD, I'd say, change your name
Well, a shader is atleast not called a script-file
I'll will give it a try, and if there's anything coming out worth to show, I would like to get an email-adress I can send this for the community because I have no own place I can put it!?
Well, a shader is atleast not called a script-file
I'll will give it a try, and if there's anything coming out worth to show, I would like to get an email-adress I can send this for the community because I have no own place I can put it!?
http://www.fileplanet.com/dl.aspx?/plan ... d/beam.zip
You will find a .pk3 including the .bsp, the .shader and the textures.
Hope this will help!?
