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Post by john88z on Dec 13, 2008 23:38:52 GMT
Hello, How do you make rays of light from the sun divide up when passing through a brush? Like theres an open sunroom in my map and theres beams at the top, how would i get it so the light divides up?
Thanks
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Post by Rusty on Dec 14, 2008 13:44:56 GMT
Not supported by the source engine. Its not crysis.
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Post by john88z on Dec 14, 2008 17:05:33 GMT
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Post by vidstig on Dec 14, 2008 22:18:52 GMT
Just work with the "Scale" of the texture that he used...
Decompile De_train and check it out.....I did that....And that is how they do it.....Put in like a dust cloud or some particals......
If you play De_train....Think it is bomb site A but I am not sure.... Where there is traines inside...you can see it light in from the side and the roof...
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Post by john88z on Dec 14, 2008 23:34:17 GMT
well i figured it out how do you do the particule effect agian?
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Post by ant600f2 on Dec 15, 2008 7:41:39 GMT
Uhm... *shrug* Dunno.. I guess that's something I should play with too, eh?
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Post by kwask12 on Dec 15, 2008 20:59:15 GMT
do you mean something like where you look up at the sun, then you move your gun over the sun slightly and little rays of lights begin to show around the gun?
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Post by john88z on Dec 15, 2008 22:02:27 GMT
no particules like dust in the air or something.
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Post by ant600f2 on Dec 16, 2008 2:38:00 GMT
Like sun coming into an abandoned house: Little particles of dust highlighting light-beams; kinda like if you crouch underwater and see little floaty debris.
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Post by breakfastmachine1000 on Dec 16, 2008 5:26:36 GMT
For the "dust particles", create a brush with the tools/toolstrigger texture, then change the class in ctrl + T to func_dustmotes.
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Post by Rusty on Dec 16, 2008 6:56:55 GMT
You're not going to get the same effect at all, you cant make those rays move, and IMO they look pretty horrible, Try the volumetric lighting in the model browser, it looks quite good provided you place it right.
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Post by john88z on Dec 16, 2008 22:11:01 GMT
ill take a picture of the sun room imo it looks pretty nice
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Post by ant600f2 on Dec 17, 2008 0:26:42 GMT
Mos def... I'd like to see how it came out!
Don't forget to include a small write-up of the pertinent info (whats and hows), regarding. That way, other people can apply that into their maps.
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Post by 3kliksphilip on Dec 17, 2008 13:08:54 GMT
To do this I made the blocks in the right shape, gave them a glass texture, made the texture scale 128 X and Y, so it only shows one colour. I then ctrl+t'd it and made it a func_brush, gave it a minimum light level of 100 and made it a non solid so that people can walk through it. I got rid of reflections by placing a cubemap in a pitch black room and assigned the beams to that cubemap via the cubemap's options. Download it HERE files.filefront.com/beamsvmf/;12682480;/fileinfo.html
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Post by ant600f2 on Dec 17, 2008 18:01:34 GMT
Nice.... Does it still go invisible when you're walking through it like a passable (non-solid) door?
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