Walking in darkness - Helping the player
Quote from beecake on January 20, 2014, 12:24 pmHi.
I'm looking for a way to parent a source of light to the player, so that it looks like the player is emitting a small amount of light.
This is so that the player can move around in darkness.I tried the light_dynamic but it seems like it is working more like a spotlight than a ball of light, like the normal Light-entity.
Also, the light_dynamic is for some reason only lighting 1 square at a time, which looks a little weird.Any suggestions? I heard something about someone who had a glowing cube. I'm looking for the same thing. This time it's just the player who's glowing.
Is it possible?
Hi.
I'm looking for a way to parent a source of light to the player, so that it looks like the player is emitting a small amount of light.
This is so that the player can move around in darkness.
I tried the light_dynamic but it seems like it is working more like a spotlight than a ball of light, like the normal Light-entity.
Also, the light_dynamic is for some reason only lighting 1 square at a time, which looks a little weird.
Any suggestions? I heard something about someone who had a glowing cube. I'm looking for the same thing. This time it's just the player who's glowing.
Is it possible?
Quote from Arachnaphob on January 20, 2014, 12:42 pmMaybe a few dim projected textures with shadows disabled around the player would work.
Maybe a few dim projected textures with shadows disabled around the player would work.
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Quote from beecake on January 20, 2014, 1:10 pmArachnaphob wrote:Maybe a few dim projected textures with shadows disabled around the player would work.Well, you can only have 1 env_projected_texture enabled at a time, and I'm already using them to cast some wicked shadows.
It's not supposed to look like a flashlight though. It's supposed to be "The range of the players visibility".
yishbarr wrote:A glowing cube is because of the cube itself with some values. No lights.Ah. So that's how... Hmm, I wonder if it's possible to do it to the player in a different way...
Well, you can only have 1 env_projected_texture enabled at a time, and I'm already using them to cast some wicked shadows.
It's not supposed to look like a flashlight though. It's supposed to be "The range of the players visibility".
Ah. So that's how... Hmm, I wonder if it's possible to do it to the player in a different way...
Quote from Arachnaphob on January 20, 2014, 1:32 pmbeecake wrote:Arachnaphob wrote:Maybe a few dim projected textures with shadows disabled around the player would work.Well, you can only have 1 env_projected_texture enabled at a time, and I'm already using them to cast some wicked shadows.
It's not supposed to look like a flashlight though. It's supposed to be "The range of the players visibility".
From my experiences, you can have multiple enabled, but you can only have one with shadows. If you arrange a few pointing in all directions and set their FarZ really close, it may get what you want.
Well, you can only have 1 env_projected_texture enabled at a time, and I'm already using them to cast some wicked shadows.
It's not supposed to look like a flashlight though. It's supposed to be "The range of the players visibility".
From my experiences, you can have multiple enabled, but you can only have one with shadows. If you arrange a few pointing in all directions and set their FarZ really close, it may get what you want.
Musical website Moddb
Quote from CamBen on January 20, 2014, 1:36 pmIf the map is really dark, you can fake it by using a fog entity with a very close range and a color of black.
If the map is really dark, you can fake it by using a fog entity with a very close range and a color of black.
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Quote from beecake on January 20, 2014, 1:48 pmArachnaphob wrote:beecake wrote:Arachnaphob wrote:Maybe a few dim projected textures with shadows disabled around the player would work.Well, you can only have 1 env_projected_texture enabled at a time, and I'm already using them to cast some wicked shadows.
It's not supposed to look like a flashlight though. It's supposed to be "The range of the players visibility".
From my experiences, you can have multiple enabled, but you can only have one with shadows. If you arrange a few pointing in all directions and set their FarZ really close, it may get what you want.
That's worth the try. I'll see what I can make from it, and maybe return
Thanks.
CamBen wrote:If the map is really dark, you can fake it by using a fog entity with a very close range and a color of black.It could work, but would only fit in corridors. I'm having large rooms that are pretty lit too... If the fog was there you'd not be able to see very far
But great suggestion!
Well, you can only have 1 env_projected_texture enabled at a time, and I'm already using them to cast some wicked shadows.
It's not supposed to look like a flashlight though. It's supposed to be "The range of the players visibility".
From my experiences, you can have multiple enabled, but you can only have one with shadows. If you arrange a few pointing in all directions and set their FarZ really close, it may get what you want.
That's worth the try. I'll see what I can make from it, and maybe return Thanks.
It could work, but would only fit in corridors. I'm having large rooms that are pretty lit too... If the fog was there you'd not be able to see very far But great suggestion!
Quote from beecake on January 21, 2014, 1:07 pmSorry for the double post.
It seems like it's impossible to have more than one env_projectedtexture enabled at a time. Even though shadows are disabled.Does anybody else have a suggestion?
Sorry for the double post.
It seems like it's impossible to have more than one env_projectedtexture enabled at a time. Even though shadows are disabled.
Does anybody else have a suggestion?
Quote from Skotty on January 22, 2014, 7:59 amInvert the fog. Set its density to about 0.1 and then tell it to cast from 129 to 128 or something like that.
Invert the fog. Set its density to about 0.1 and then tell it to cast from 129 to 128 or something like that.
Quote from beecake on January 22, 2014, 8:16 amSkotty wrote:Invert the fog. Set its density to about 0.1 and then tell it to cast from 129 to 128 or something like that.Woah... So the fog works as a ball of light around the player?
That would be awesome!
Woah... So the fog works as a ball of light around the player?
That would be awesome!