Flash Light -- Extremely tough question
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Flash Light -- Extremely tough question
You can make any model glow with a light in QuakeC.
Is it possible to make a flashlight effect where there is no model receiving the glow effect in standard QuakeC?
Like a light glow somewhere with no model present?
Is it possible to make a flashlight effect where there is no model receiving the glow effect in standard QuakeC?
Like a light glow somewhere with no model present?
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
MauveBib wrote:Sure, just make a blank sprite to be the model for the entity.
I was thinking of that option, but the mod in-progress doesn't require any model downloads and will be running on a server.
Are there any other workarounds that don't involve new models/sprites being utilized?
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Baker - Posts: 3666
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In a mod of mine I simply took a setmodel line and removed the contents of the information saying which model, leaving just = ""; but kept the EF_BRIGHTLIGHT or whatnot, and I had a moving light source, with no model or sprite involved at all.
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scar3crow - InsideQC Staff
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scar3crow wrote:In a mod of mine I simply took a setmodel line and removed the contents of the information saying which model, leaving just = ""; but kept the EF_BRIGHTLIGHT or whatnot, and I had a moving light source, with no model or sprite involved at all.
If that works, that would be great.
You told me you weren't a coder at all, heh.
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
That won't work. It might in Darkplaces (not sure), or in single player (not sure). But entities with no model aren't sent over the network. You need to use a model. The best you can do is probably the nail (spike) model...
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
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That's in DP only, normal Quake and most other engines check if the model is blank, if so it's not sent. DP adds in an additional check: if the model is blank AND there are no effects, then it is not sent.
Single player never has anything to do with it, because SP is just multiplayer with maxplayers 1 and using a loopback buffer rather than a real network device.
Frame 1 of s_bubble.spr is pretty small...
Single player never has anything to do with it, because SP is just multiplayer with maxplayers 1 and using a loopback buffer rather than a real network device.
Frame 1 of s_bubble.spr is pretty small...
- FrikaC
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