Light problem Created 19 years ago2005-11-11 21:24:34 UTC by Ansith Ansith

Created 19 years ago2005-11-11 21:24:34 UTC by Ansith Ansith

Posted 19 years ago2005-11-11 21:24:34 UTC Post #146718
Ok heres my problem, I have a light entity under a light texture, I set the entity to florecent flicker and it has the name light_1 so i have a button with its target as light_1 and when i compile and turn the light on with the button it doesn't flicker. Could anyone help me?
Posted 19 years ago2005-11-12 04:05:49 UTC Post #146747
I'm not sure that named lights can have styles set.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-12 04:08:21 UTC Post #146749
I had the same problem and when I ticked the 'sparks' flag it worked. Check my trigger_changetarget tutorial's example map! ;) Also remove that light emmiting texture and instead use a one that doesn't emmit light.(choose a one with a +A or a one thats not in the lights.rad file)

Edit:

Me too...
Posted 19 years ago2005-11-12 10:04:09 UTC Post #146782
Even better: get rid of the ligh entity and set a light style for the brush. Here's how:

Set a style of lighting for the texture light. Can be applied to any brush based entity.

Available styles are:

0 : "Normal"
-3 : "Grouped"
10 : "Fluorescent flicker"
2 : "Slow, strong pulse"
11 : "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
12 : "Underwater"
The Grouped setting is essentially a hack to allow your texlights to be switchable. To use it, create a brush entity with texlights on it, and set its style to Grouped; then create a light entity with the same name as the brush entity. Hlrad will now pretend that the light emitted by the texlight is "really" being emitted by your light entity. In other words, turning the light on and off will now turn the texlights on and off, too.

You'll probably want to set the brightness of the light entity to 0.01, so that it emits no light of its own (this trick is unnecessary if you're using Spirit of Half-Life, which supports switchable texlights directly).

You will need the latest version of the ZHLT, which are available here: http://ammahls.com/index.php?page=home
Posted 19 years ago2005-11-12 10:52:55 UTC Post #146787
Posted 19 years ago2005-11-12 17:17:02 UTC Post #146838
Are you sure it will still be flickering? : I sometimes am too lazy to do it so I place the light entity infront of an emmiting texture thats not in the lights.rad file. It works nicly! ;)
Posted 19 years ago2005-11-12 17:31:50 UTC Post #146844
Whoa, BJ, that's a beast of a tutorial! I never read that because the revised version was posted after I'd read them all.

It could do with reformatting a little :. Some of the paragraphs are on the long side.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-11-13 11:56:24 UTC Post #146955
Heh - funky.

Nameds Lights do not flicker - unless you make them with multimanagers and stuff...

And that textlight hack is great!
Posted 19 years ago2005-11-13 16:53:57 UTC Post #146994
Named lights can flicker using custom styles, in the a-z form, but lights with the same name will have the same light style. Or so I remember from a few years ago. ;)
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