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I made a flashlight!
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Mon Aug 14, 2006 10:43 pm    Post subject: I made a flashlight! Reply with quote

Doesn't come with a fleshlight, sorry folks.

Anyway, scar3crow and inertia were talking in #qc about getting inert help for someone to program a flashlight for his mod/map; I'm not exactly sure as I arrived late in the conversation. I then volunteered to help and the next thing I know I've released my own version of the Inside3D Shockman's flashlight tutorial for people to play around with and give feedback/bug reports/etc .. so here you are: A flashlight with new fun fantastic awesomely flippin wicked features!

Enjoy!

Readme (Recommended): http://renegade.circa1984.com/Mods/flashlight.txt
Download: http://renegade.circa1984.com/Mods/flashlight.rar
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Tue Aug 15, 2006 5:12 am    Post subject: Looks nice... Reply with quote

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Entar



Joined: 05 Nov 2004
Posts: 422
Location: At my computer

PostPosted: Tue Aug 15, 2006 5:32 am    Post subject: Reply with quote

I gotta say, that's the most disgusting looking shotgun EVAR.

Nice job, RenegadeC. You might talk to FrikaC about a DP-only real time directional light he did for a mod, that looks way better than this trace stuff. Of course, you could still do the alerting the enemies and such...
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Tue Aug 15, 2006 6:35 am    Post subject: Re: Looks nice... Reply with quote

xaGe wrote:


I hate how Darkplaces allows null.spr to be seen. :\
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Tue Aug 15, 2006 6:53 am    Post subject: Reply with quote

Entar wrote:
I gotta say, that's the most disgusting looking shotgun EVAR.


...AGREEDED! LOL... Razz I installed that model pack a few days ago without looking at the models 1st... Oppps...

...Oh and Ren.. Ummm... Hey your right it IS DP! So that being the case if you don't want to see that null.spr being drawn just throw this null.spr_0.png skin in the progs folder... Smile



...Sorry ugly sg is still there... Razz The skin is nothing more than a Alpha channel only 64x64 texture. You can probably make it even smaller and still have it work I guess...
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Sajt



Joined: 16 Oct 2004
Posts: 1028

PostPosted: Tue Aug 15, 2006 8:56 am    Post subject: Reply with quote

DP allows null.spr to be seen? What does that mean?
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Tue Aug 15, 2006 5:54 pm    Post subject: Reply with quote

Sajt wrote:
DP allows null.spr to be seen? What does that mean?


It means any entity that uses a 2D sprite of a single transparent pixel is now visible while in other engines it's completely invisible as it should be.
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leileilol



Joined: 15 Oct 2004
Posts: 1322

PostPosted: Tue Aug 15, 2006 6:33 pm    Post subject: Reply with quote

.alpha 0.0000001 on it

also somehow rid that flare
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Tei



Joined: 25 Oct 2004
Posts: 195

PostPosted: Tue Aug 15, 2006 7:34 pm    Post subject: Reply with quote

But.. theres a better way to do that? I mean, what people propose to hidden the spr is hacks. I think DP sould provide something real, maybe something network based DP_NOTSHOW or something!, check the dpextension.qc file!
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Entar



Joined: 05 Nov 2004
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Location: At my computer

PostPosted: Tue Aug 15, 2006 8:23 pm    Post subject: Reply with quote

Tei wrote:
But.. theres a better way to do that? I mean, what people propose to hidden the spr is hacks. I think DP sould provide something real, maybe something network based DP_NOTSHOW or something!, check the dpextension.qc file!

EF_NODRAW.
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Sajt



Joined: 16 Oct 2004
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PostPosted: Tue Aug 15, 2006 11:45 pm    Post subject: Reply with quote

I think the geniuses here are just whining about the coronas
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Tue Aug 15, 2006 11:57 pm    Post subject: Reply with quote

Sajt - No, in DP it renders 2 solid white squares from which the coronas are coming.
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Sajt



Joined: 16 Oct 2004
Posts: 1028

PostPosted: Wed Aug 16, 2006 12:22 am    Post subject: Reply with quote

O_O!
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Nash



Joined: 19 Oct 2007
Posts: 95
Location: Kuala Lumpur, Malaysia

PostPosted: Fri Oct 19, 2007 6:24 pm    Post subject: Reply with quote

Sorry to bump this, but the link to the flashlight mod is broken. RenegadeC, can you re-upload the file? Thanks a lot.

The tutorial found on http://www.inside3d.com/showtutorial.php?id=119 isn't really a good flashlight because it spawns the flashlight with a fixed radius in front of the player, and makes the world cast shadows in a really weird way. It also has the tendency to go through walls.

Thanks!
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Sajt



Joined: 16 Oct 2004
Posts: 1028

PostPosted: Fri Oct 19, 2007 6:46 pm    Post subject: Reply with quote

If you're using Darkplaces, it's best to use a cubemap flashlight...

It generally goes something like this (I hope).

Code:
void() flashlight_think =
{
   setorigin(self, self.owner.origin + self.owner.view_ofs);
   self.angles = self.owner.v_angle;
   self.angles_x = self.angles_x * -1;

   self.nextthink = time;
};

...

      newmis = spawn();

      newmis.pflags = PFLAGS_FULLDYNAMIC;

      newmis.light_lev = 720;
      newmis.color = '2.2 2.2 1.6';

      newmis.skin = 30;

      newmis.owner = self;
      self.flashlight = newmis;
      newmis.think = flashlight_think;
      newmis.nextthink = time;


'skin = 30' means it uses a cubemap found at 'moddir/cubemaps/30*.tga'. Where * is px, py, pz, nx, ny, or nz.

For a flashlight, just make a white blob on a black background and save it as cubemaps/30px.tga. The other five images should just be black.
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