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I can flick the lights on and off but they don't give off their own light. Do I change that from the light texture entity or how do I add light entities so that when I flick the switch the entity and the light texture go on together?

Oh and thanks for the desciption thing!
 
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Really good, but more details and objects could be in there.
 
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Like what? Not much in the place. Although I am adding furniture to the rooms, but right now its lights.
 
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Like add the floating rocks where Goku and Piccon jumped around on while they were fighting.
And if you could add the audience stands.
 
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Werent those the planets? I have fixed those (check pictures).

EDIT And about audience I don't think it can be done in HL if I am wrong I would like to know.
 
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If anyone knows how to make lights be switchable (both entity and texture) can you pm me please!
 
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Better, but I wish there was a way to add people into maps.
Does the arena just float in space?
 
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shadow, i would reply to ur pm but ur inbox is full, so can you clean it out. And i will make a sample rmf file and send it to you, i'll try to answer all your questions in that :)

EDIT***
Shadow, do you mean that you can switch the lights on and off, but the room is already lit up, and you can only tell the light is working because your player models lights up or goes dark? because thats what happened when i set up the lights:S
maybe esf wont let u set up lights like that:(
 
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Well that would be my guess Glenn cause it is in space... so I did it.

To answer your question B0B the room is dark (except little light leaking in from the halls) and when I hit the switch the texture comes on but it doesn't light up the room. Maybe it ESF is screwed up... this would be an ask Stryker question but he is gone from the forums. Dunno why that is though. I guess PM'ing will work.
 
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stryker is still on the forums....where does it say he left? anyways...i'll try and figure out how it all works....
but really, when you think about it, you dont need to have lights turn on and off like that, because when ur playing esf, u dont have time to stop and turn a light on or off, and it doesnt make any difference to the battle anyway...
 
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Alright ::makes not no light switches::. Should I keep it dark in there with a dim lamp? And if you look on the forum moderators Stryker isn't up there.
 
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my point proven :p
and with the lighting, maybe setting the light fx so it pulses like a candle or something, and yeah, it shouldnt be too bright inside, and i know that there isnt anything like this in the real arena, but maybe some flood lights on the stadium would look c00l :)
 
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Off Topic: Sorry I didn't mean that you left esf but left your moderator position cause it doesn't say that you are one (atleast when I checked it last). Then MajinYou said to ask through PMing and so I thought that maybe you did leave the forum, oh well, I thought wrong. It is good to hear that you didn't leave though!

On Topic: I have my stadium lights and I just need to make it shine in the arena. When using light entities do you only need 1 info_target to make all entities shine or what?

Here are some pictures, now to reduce r_speeds!


Onlook
Right Room
Left Room
The Dragon
From the Entrance
In the Tunnel
Grass Planet Lookout
Looking from the Doorway
The Bottom

I had to cut down a little so some lights won't be in. I think 3 on each side will do though.
 
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I looked into the r_speeds and it lags really badly. I think that if I remove the light_spots it might bring it down. So this means stadium lights but no light coming from them. It is either that or scale down the level or get rid of the breakables. Although getting rid of the breakables may not do it. If you have any other ways of going around it I would like to know please.
 
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eh.....i dont know about the info target, but if you want to make it look like the light is shining, then you have to create a brush that is the 'beam of light'. so make it come out of the light at the top, and expand it a the bottom. now you need to give it a texture, which should be 'FADE2' from the halflife wadfile. make the texture fit each side so the bright end is at the top comming from the light, and the dark end at the bottom. now make this brush a func_illusionary, and set the render mode: additive, and set the fx amount at somewhere between 200 and 255. now if you want some glare when you look at the light, put in a env_sprite right where the light emits, and in the 'sprite name' field, search for 'blueflare1' which is in your 'half-life/valve/sprites' folder (note: you might have to copy and paste it into your esf/sprites directory if it doesnt show up when you compile). also, you might want to take away a few of the stadium lights if your going to do this, because if you do this for everyone of them, then it will look really weird:p

EDIT: light_spots dont lag...breakables do:p
 
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Woah.....
I just saw the screenies you posted and the map looks MUCH better!
The outside area by the arena looks great!!! You, along with the map, have really improved, Shadow!
Keep working on it! It looks awesome! :D
 
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Okay I took out the breakables and made the arena sky a little smaller which I hope helps cause it was at like 3300 wpoly! Ill try what you said and get back to ya.

*EDIT* I tried it and it looks cool but I don't think I will have it pointing to the arena... just the outside cause it would look queer if your fighting... unless... I made it fill up the whole arena and when you are in there it seems normal... anywho I guess I will tinker with that. Oh and by the way I tried that blue thing... it looks kind of queer when you look at it. It totally looks fake. But oh well I don't need it anyway.
 
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the size doesnt lag the map, so you can make it bigger. what lags it is a lot of polys on screen at the same time.
 
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Okay, this is what I have decided to do:

I will use that light thing that bob told me to use and make it just around the light itself and put light entities in the ring. That way you get the aura around the light (like in real life) and get light on the ring without that blobby effect. I will update pictures later! Just as soon as the map has no ZHLT's problems ;(!

It gives me the problem bad surface extents 48/8688. Is that a brush or is it a texture?
 

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