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ef_dimlight

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ef_dimlight

Postby ajay » Tue Apr 27, 2010 5:43 pm

I'm using ef_dimlight for various things, not least of all the torch, but also in highlighting 'usable' items. However dimlight is too bright for the effect I want. Is there a way thru' qc to reduce the brightness or create a new ef_***light to do the job? Its got to be not engine specific however...
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Postby necros » Tue Apr 27, 2010 5:49 pm

without using a custom engine, there isn't much options.
you could try looping and continuously setting EF_MUZZLEFLASH (as that effect only lasts 0.2 seconds), but it's about the same size as EF_DIMLIGHT (except it flickers less).

if you just want to highlight entities, you could try making a sprite with 4 frames, where each frame is an L shape pointed in a different direction. when you 'mouse over' the entity, you calculate it's bounds with .mins and .maxs and then spawn and position the 4 corner sprites to make like a hud/reticle effect.
http://www.activewin.com/reviews/softwa ... ace2_1.jpg (the ship in the center, the 4 L shaped red corners)
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Postby Spike » Tue Apr 27, 2010 7:16 pm

particles are fullbright.
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Postby Junrall » Tue Apr 27, 2010 10:18 pm

Maybe you could place a light entity just above the item. Adjust it's light radius and lightstyle for the effect you are looking for... then trigger it off when the item is touched.
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Postby mh » Wed Apr 28, 2010 12:30 am

Junrall wrote:Maybe you could place a light entity just above the item. Adjust it's light radius and lightstyle for the effect you are looking for... then trigger it off when the item is touched.

Yeah, that's what I'd do. It would also completely avoid dynamic lights shining through walls, which EF_DIMLIGHT (or any other EF_* for that matter) wouldn't.
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Postby ajay » Wed Apr 28, 2010 6:14 am

mh wrote:
Junrall wrote:Maybe you could place a light entity just above the item. Adjust it's light radius and lightstyle for the effect you are looking for... then trigger it off when the item is touched.

Yeah, that's what I'd do. It would also completely avoid dynamic lights shining through walls, which EF_DIMLIGHT (or any other EF_* for that matter) wouldn't.


Yep thats a very nice solution, thanks. Still wish I reduce the torch though....... nevermind.
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