Index | FAQ | Search | Memberlist | Usergroups | Profile | Log in to check your private messages | Log in | Register

What are you working on? Goto page Previous 1, 2, 3 ... 6, 7, 8 ... 71, 72, 73 Next

| Inside3d Forums Forum Index -> General Discussion

View previous topic :: View next topic
Author | Message
--- | ---
jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Sat Nov 08, 2008 4:00 am Post subject: |

Sounds interesting. Maybe add some more stuff into the rooms above the cellar, look so empty. _________________ zbang!

Back to top |

GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Sat Nov 08, 2008 6:05 am Post subject: |

You can achieve a much nicer looking flashlight in DP using cubemaps. http://forums.inside3d.com/viewtopic.php?t=820&highlight=flashlight The .skin float tells which cubemap to use, so 200 will need: cubemaps/200px.tga In that file it should be entirely black then put a white spot in the middle. The white spot will be the flashlight.
_________________
http://www.giffe-bin.net/

Back to top |

ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Sat Nov 08, 2008 10:42 am Post subject: |

Cheers GiffE, have implemented. Its definitely smoother. Just tinkering with brightness, which is easy cont: I've settled on 256 which makes things remain spooky . Before I spend too long tinkering, failing, spotting an obvious mistake, tinkering some more, then eventually failing - is it theoretically possible to dynamically adjust the brightness, e.g. could I simulate failing batteries?
_________________
my site

Back to top |

GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Sat Nov 08, 2008 1:57 pm Post subject: |

newflashlight.light_lev = 1024; not working? _________________ http://www.giffe-bin.net/

Back to top |

Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Sat Nov 08, 2008 4:30 pm Post subject: |

ajay: sure, just add some code which alters the light_lev of that light. _________________ Look out for Twigboy

Back to top |

ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Sat Nov 08, 2008 5:49 pm Post subject: |

Excellent, I'll get on it; it will be a nice gameplay feature to have your torch fading and eventually going out, while you have to search for batteries. _________________ my site

Back to top |

ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Sat Nov 08, 2008 8:44 pm Post subject: |

So, is this how to do it: - change this line

Quote:
newflashlight.light_lev = 1024;

to

Quote:
newflashlight.light_lev = battery;

battery having a starting value of 512 (prob)
- then for every 120 of time, battery is reduced by 50
- it'll be increased to 512 when obtaining a battery pick up
it'll not be particularly realtime accurate, although i guess i can tinker with as i develop the game
_________________
my site

Back to top |

Chris Joined: 05 Aug 2006 Posts: 78 |

Posted: Mon Nov 10, 2008 8:02 pm Post subject: |

http://www.youtube.com/watch?v=Gzqzp43ojz8 choppy towards end, may have better video later with more in it.

Back to top |

MeTcHsteekle Joined: 15 May 2008 Posts: 397 Location: its a secret |

Posted: Mon Nov 10, 2008 8:57 pm Post subject: |

looks cool, i like the viciousness of the mutant zombie things _________________ bah

Back to top |

CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Mon Nov 10, 2008 9:07 pm Post subject: |

Yeah, that looks very nice, Chris! _________________ http://www.planetcocot.net/

Back to top |

Chris Joined: 05 Aug 2006 Posts: 78 |

Posted: Sun Nov 16, 2008 9:36 am Post subject: |

Back to top |

ajay Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK |

Posted: Sun Nov 16, 2008 8:20 pm Post subject: |

Sort of got my torch battery working. I haven't been able to get ti fading over time, bt I have got it 'running out', which is preventable if turned off, you know like a proper battery like! Simple for some, but well tricky for me! All I got to do is now have a battery pick up to boost it, which should be simple, and have it have its own parm, to carry it thru' levels. Marvellous!
_________________
my site

Back to top |

jim Joined: 05 Aug 2005 Posts: 400 Location: In The Sun |

Posted: Sun Nov 16, 2008 10:03 pm Post subject: |

This inventory looks good. I watched the video too. I liked. _________________ zbang!

Back to top |

GiffE Joined: 08 Oct 2006 Posts: 141 Location: USA, CT |

Posted: Sun Nov 16, 2008 10:39 pm Post subject: |

That looks excellent Chris. What does the cone do _________________ http://www.giffe-bin.net/

Back to top |

avirox Joined: 16 Aug 2006 Posts: 109 |

Posted: Mon Nov 17, 2008 12:24 am Post subject: |

ajay wrote:
So, is this how to do it: - change this line

Quote:
newflashlight.light_lev = 1024;

to

Quote:
newflashlight.light_lev = battery;

battery having a starting value of 512 (prob)
- then for every 120 of time, battery is reduced by 50
- it'll be increased to 512 when obtaining a battery pick up
it'll not be particularly realtime accurate, although i guess i can tinker with as i develop the game

Cool, something like that may work nicely with QuakeLife. For some reason I've been putting off coding in a flashlight which is quite odd given that it's a mod with half-life in mind. Unfortunately I don't exactly have DP at my disposal, as the HLBSP support is somewhat broken now. Some day though if LH fixes it up a better flashlight can be constructed in QC than valve's own code, I'm sure!

Back to top |

Display posts from previous:

| Inside3d Forums Forum Index -> General Discussion | All times are GMT Goto page Previous 1, 2, 3 ... 6, 7, 8 ... 71, 72, 73 Next
Page 7 of 73

Jump to:

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

Powered by phpBB © 2004 phpBB Group