|
Post by llvexxll on Jun 27, 2012 0:22:18 GMT
Well I don't know what to call these 2 things I want to learn which is probably why I haven't been able to find tutorials.
The first is when you have a light source but as well as that point giving off light it also gives off a "corona"?
The second is where you have an effect casted on a surface either static or animated I don't know if decals would create the right effect I'm thinking it might be called "projection" For example an animated one could be if I wanted to add a spinning fan to my level and there was a light behind it so I would need a corresponding shadow. Or say you had a very detailed iron fence that needed to cast such a detailed shadow that reducing the light map scale just wouldn't be enough.
Probably a noobish request so apologies in advance.
|
|
|
Post by yaznee on Jun 27, 2012 2:38:06 GMT
|
|
|
Post by Zeph on Jun 27, 2012 8:26:47 GMT
The first one is:
Either a light or light_spot And a Point_spotlight.
Make sure the spotlight has the flag 'dynamic light' unticked.
|
|
|
Post by Zeph on Jun 27, 2012 9:19:19 GMT
Now i'm not on a mobile: To make the lighting 'cheap', use a normal (static) light source, or a light_spot source for the real lighting. Then, place a point_spotlight in the same location, angled in the correct direction and with the same colour. Untick the flag "dynamic light". Dynamic lights are expensive. With the above method, you get the sprite effects (from the point_spotlight) but also the cheap lighting (the light or light_spot). It's a cheap way to mimic a dynamic light. You can also attach the point_spotlight to a swinging object, such as a dangling lightbulb. The light source would not move, but the sprites attached to the lightbulb will, giving the effect of a singing light, but still being very cheap. The alternate method is to use the point_spotlight with dynamic light on, and use this for the light rather than a static spotlight. This is more expensive, and should be used rarely. also: Projected texture tutorial: www.youtube.com/watch?v=j3u1yjEm_G8
|
|
|
Post by llvexxll on Jun 27, 2012 13:36:49 GMT
Ahh thankyou again- Aw poo youre only allowed one projector per map?? I wanted several fans. Do I create a fan shadow texture then or would i just place a default projector behind the moving fan? Sorry I'm a little confused, I'm too used to how things are done in the Unreal development kit. And the point_spotlight is great, I set the height and width to 1, cause that round glowy bit at the light source was all I was after.
|
|
|
Post by Zeph on Jun 27, 2012 13:46:46 GMT
Looking at that vid, you place the env_projectedtexture behind the moving object, illuminating it. And yes, it's very expensive on the computer, so only the one If you only want the round glowing bit, then try env_sprite, rather than the duel-sprite point_spotlight, and pick a nice glow effect.
|
|
|
Post by llvexxll on Jun 27, 2012 18:38:26 GMT
Thanks. sorry for asking so many questions at once.. but now I'm looking for how to make like a sprinkler/ shower effect, I would use rain, but I know that as of CSGO rain won't work at a height less than 1024. I just want like a downward sprinkle/ spray of water. Will I have to make my own particle effect?
|
|
|
Post by Zeph on Jun 28, 2012 9:51:10 GMT
|
|
|
Post by llvexxll on Jun 28, 2012 19:43:24 GMT
Ahh I wouldn't have thought to search the words dynamic water. Well I tried the tutorial but can't see the particle in game. Lots of people going on about EP2 (half life episode 2 I'm guessing?) I'm not quite sure how to get these effects/ .pcfs into my level.
PS I also got side tracked for 1 and a half hours trying to find the name of the song of which a snippet is played in the intro for that tutorial, and a further half an hour downloading remixes of it LMAO.
|
|
|
Post by motanum on Jun 28, 2012 20:00:35 GMT
I want to say that point_spotlight is quite expensive because it is 3 real entities (count toward the entity limit in game). You get a cheaper and almost just as good with light_glow or my favorite env_sprite and render mode to "world spray glow", something like that. I can't fully remember the actuall words, but it does have word in it.
|
|
|
Post by Zeph on Jun 28, 2012 20:22:19 GMT
The dynamic light part is, but the sprite part isn't. simply make sure the light is flagged off, and use a static in it's place.
|
|
|
Post by llvexxll on Jun 28, 2012 22:21:38 GMT
Thanks motanum this is an interesting effect however I think I prefer the spotlight one as it fades away the further you get (although knowing my dumb self I've probably overlooked a property which changes this in the env_sprite, and env_lightglow doesn't show up at all for me.
I located my .pcf files using gcf scape but still confused as to how to get the existing ones into hammer do I need Half life episode 2? I keep reading you have to put any new ones you create you have to put them in the manifest file.. hmm confused.
|
|