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I need a torch for my map!!!
Posted: Fri Feb 14, 2003 12:32 am
by Ace of Spades
Does anyone know or have you seen a torch anywhere in Radiant? I want to add some torch's to my map but can't seem to find any! I've been known to be blind and crossed right over things that I didn't know were there. Anyway, I need a torch that is normal size (whatever that is) to fit on stone walls for lighting. Not sure if this will give enough light but would like to try it. Any suggs. welcome! Thanks! .MAP server ROX!
Ace

Posted: Fri Feb 14, 2003 6:52 am
by wacko
made a nice torch with a new shader for the flames!
viewtopic.php?t=1531
is where you can see a screen of it. I can send you the textures and the shader if you want, the torch itself should be easy to build.
drop me pm with your email and you'll get it...
Only thing I'd need is this flickering of the light, which I can't do. Maybe you can?
Posted: Fri Feb 14, 2003 8:11 am
by wacko
please don't use this blue font, i almost can't read it!
okay, i put the sample in
here.
You will find the map inside the pk3 in /maps. There are 8 flame-textures running through an animation. these textures are from mohaa, but i corrected some a little bit, as they weren't the way i liked it.
You should use different flames for torches which are side by side in mohradiant, so they won't burn in the same way. Despite of this, use copy/paste.
In the shader you'll find
Code: Select all
animmap 10 textures/flame/aFlame_01.tga...
the number 10 is the animation-speed. change this to your taste. maybe different values for different flames?
If you use them, tell me what you think!
Posted: Fri Feb 14, 2003 8:14 am
by wacko
and remember:
we ALL will love you for making the light flicker
(and tell us how...)
Posted: Fri Feb 14, 2003 12:54 pm
by jv_map
Oh yeah almost forgot all about your lights
Here you go 8)
http://home.student.utwente.nl/a.b.vrij ... /light.pk3
Posted: Sun Feb 16, 2003 1:33 am
by wacko
YEAH., this is cool! 8)
Unfortunately, I'm as stupid as before, so:
what are these parameters for?
self light
1 0.8 0 128
wait(randomfloat 0.5)
self lightRadius (randomfloat 128)
1st line is red-value, green-value, blue-value and
2nd line
3rd line
the current values don't look very 'torch-like', the min radius and max radius should be rather the same and the flickering should be faster.
If I'd get explanation of the above lines, I'll do calibration myself, of course
Posted: Sun Feb 16, 2003 2:18 am
by Innkeeper
Wacko wrote:self light
1 0.8 0 128
wait(randomfloat 0.5)
self lightRadius (randomfloat 128)
1st line is red-value, green-value, blue-value and
2nd line
3rd line
1st ? light radius
2nd ? wait 1/2 sec
3rd ? change the light radius to a random value from 1 to 127
Posted: Sun Feb 16, 2003 8:30 am
by jv_map
Yes as Innkeeper says.
2nd: wait 0.5 seconds maximum. Below is a waitframe command to prevent the change of light radius within one frame.
Posted: Sun Feb 16, 2003 1:13 pm
by wacko
The line
self lightRadius (randomfloat 128) in your script makes the light change from
1 to 127 radius.
The radius value in
self light 1 0.6 0 512 (above) is just executed once in the start!?
self lightRadius (200-randomfloat 50) is it! This way, radius changes in the range from 200 to 150!
The
wait (randomfloat 0.5) makes it rather worse, I'd leave it out, atleast for a torch.
Here's, what I like best so far:
Code: Select all
main:
level waittill spawn
// run thread for all lights
for(local.i = 1; local.i <= $light.size; local.i++)
$light[local.i] thread flicker
end
flicker:
self light 1 0.6 0 512
while(1)
{
// wait (randomfloat 0.5)
self lightRadius (200-randomfloat 50)
waitframe // don't change the light within one frame
}
end
And finaly, the script_model fx/dummy.tik is working now!
So, I'm really satisfied! Thanks to all who helped, especially Jv!!
Here's what I've done so far! Take a look and tell me whether you liked it!
ATTENTION: When building maps with these torches, the copy/paste funtion is unfortunately doing the same as with breakable windows (where it's very comfortable): It counts up the targetname: First one has
targetname/light, which is correct, But the 2nd gets targetname/t01, 3rd gets targetname/02 and so on. You must change this to targetname/light for all torches manually!
But besides this

Posted: Sun Feb 16, 2003 2:46 pm
by jv_map
Wacko wrote:The line self lightRadius (randomfloat 128) When building maps with these torches, the copy/paste funtion is unfortunately doing the same as with breakable windows (where it's very comfortable): It counts up the targetname: First one has targetname/light, which is correct, But the 2nd gets targetname/t01, 3rd gets targetname/02 and so on. You must change this to targetname/light for all torches manually!
Use ctrl + space 
Posted: Sun Feb 16, 2003 3:32 pm
by wacko
you're so good!

Posted: Sun Feb 16, 2003 11:51 pm
by wacko
One (?) more question:
These script_models turned into lights behave different to usual lights: They shine through walls! So their light is visible on the other side
Is there a way to block it?
Also, it would be fantastic, if someone could to a torch.tik (a milkshape oanything else-model including the torch, the metal-stuff and the two blocks with the flame-texture.
Put together with

the shader-file,

the flame- textures,

the script and

- if available - a light blocker behind it
into a pk3 would make reproduction more than easy!
Unfortunately, my abilities in milkshape are zero and I can't install Maya, as I'd need Win2K or WinXP
If there's anybody out there who could make this torch.tik, let me know!
Okay, this was 2 questions

Posted: Mon Feb 17, 2003 7:27 am
by jv_map
I think the light shining through walls only appears when you disable 'real dynamic lighting' in the advanced options. It's a common issue of the Quake3 engine.
Posted: Mon Feb 17, 2003 4:57 pm
by wacko
It's even WORSE!
Disabling real lighting makes the light stop lighting the room INSIDE but still give these spots on the outside.

THIS is weird!!
Full entity lighting makes no difference
further torch thanks!
Posted: Mon Feb 17, 2003 5:49 pm
by Ace of Spades
Thanks again everyone for your help here! I have been away from my mapping for the weekend and haven't had time to try any of this yet. Will get back to it tonight and hopefully figure it out. Hey Surgeon,
you got a good thing going here! Thanks for your time and effort you put into this site. JV, Wacko, ROX, INNKEEPER,
you're all cool! Thanks for your time as well. You don't get enough praise for your efforts either!
Ace
