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Suncolor and etc. Through Scripting?
Posted: Tue Mar 11, 2003 8:49 pm
by Sgt.Pepper
I would like to change the suncolor, directino, and flare in a stock map. Since it's stock maps, it would have to be done through scripting, not mapping. Is this at all possible? And if so, could you point me in the direction of how I could acheive this?
Thanks for your time.
Posted: Tue Mar 11, 2003 8:57 pm
by jv_map
You cannot change the lighting through scripting, as lightmaps are generated at compile time.
Posted: Tue Mar 11, 2003 9:02 pm
by Sgt.Pepper
I was scared of that. Thanks again.
Posted: Sun Mar 16, 2003 4:57 pm
by nuggets
you can't actually make the sun move, but you can do something...
but you will need a fast machine 2 do it
if you have everything made up of script objects except the sky box(sounds stupid so far i know) give west walls $westwallD north walls $northwallsD etc...
then give it all ambient lighting and the correct colour
key: ambientlight
value: 20 20 20
(this is just an example)
now copy everything you have and give it ambientlight again but with a higher value
key: ambientlight
value: 50 50 50 and give these
and with new targetnames $westwallL etc.
then... this is where it gets exciting now
use a command in the script file
$westwallD hide
$northwallD hide
$eastwallL hide
$southwallL hide //this will now hide all the walls that the sun isn't showing on then...
$westwallL hide
$westwallD show //this will replace the illuminated wall with a darker wall, hence a moving sun... (but with no shadows)
it's all i could think of right now but the thing your probably goin 2 have 2 do is edit the .bsp file, don't ask how 2 do this very complicated, and changing the worldspawn.suncolor etc... in there after certain wait commands.

Posted: Sun Mar 16, 2003 5:04 pm
by nuggets
or you could just use this to make it darker but you will also need 2 make the terrain/floor an entity also and then do the same thing
