Inside3D!
     

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

PostPosted: Sat Nov 08, 2008 4:00 am    Post subject: Reply with quote

Sounds interesting. Maybe add some more stuff into the rooms above the cellar, look so empty.
_________________
zbang!
Back to top
View user's profile Send private message Visit poster's website
GiffE



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

PostPosted: Sat Nov 08, 2008 6:05 am    Post subject: Reply with quote

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
View user's profile Send private message Visit poster's website
ajay



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

PostPosted: Sat Nov 08, 2008 10:42 am    Post subject: Reply with quote

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 Wink . 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
View user's profile Send private message MSN Messenger
GiffE



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

PostPosted: Sat Nov 08, 2008 1:57 pm    Post subject: Reply with quote

newflashlight.light_lev = 1024;
not working?
_________________
http://www.giffe-bin.net/
Back to top
View user's profile Send private message Visit poster's website
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sat Nov 08, 2008 4:30 pm    Post subject: Reply with quote

ajay: sure, just add some code which alters the light_lev of that light.
_________________
Look out for Twigboy
Back to top
View user's profile Send private message Visit poster's website
ajay



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

PostPosted: Sat Nov 08, 2008 5:49 pm    Post subject: Reply with quote

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
View user's profile Send private message MSN Messenger
ajay



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

PostPosted: Sat Nov 08, 2008 8:44 pm    Post subject: Reply with quote

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
View user's profile Send private message MSN Messenger
Chris



Joined: 05 Aug 2006
Posts: 78

PostPosted: Mon Nov 10, 2008 8:02 pm    Post subject: Reply with quote

http://www.youtube.com/watch?v=Gzqzp43ojz8

choppy towards end, may have better video later with more in it.
Back to top
View user's profile Send private message MSN Messenger
MeTcHsteekle



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

PostPosted: Mon Nov 10, 2008 8:57 pm    Post subject: Reply with quote

looks cool, i like the viciousness of the mutant zombie things Very Happy
_________________
bah
Back to top
View user's profile Send private message AIM Address
CocoT



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

PostPosted: Mon Nov 10, 2008 9:07 pm    Post subject: Reply with quote

Yeah, that looks very nice, Chris! Very Happy
_________________
http://www.planetcocot.net/
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Chris



Joined: 05 Aug 2006
Posts: 78

PostPosted: Sun Nov 16, 2008 9:36 am    Post subject: Reply with quote

Back to top
View user's profile Send private message MSN Messenger
ajay



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

PostPosted: Sun Nov 16, 2008 8:20 pm    Post subject: Reply with quote

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
View user's profile Send private message MSN Messenger
jim



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

PostPosted: Sun Nov 16, 2008 10:03 pm    Post subject: Reply with quote

This inventory looks good. I watched the video too. I liked.
_________________
zbang!
Back to top
View user's profile Send private message Visit poster's website
GiffE



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

PostPosted: Sun Nov 16, 2008 10:39 pm    Post subject: Reply with quote

That looks excellent Chris. What does the cone do Very Happy
_________________
http://www.giffe-bin.net/
Back to top
View user's profile Send private message Visit poster's website
avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Mon Nov 17, 2008 12:24 am    Post subject: Reply with quote

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
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    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