Toggleable lights on func_[track]train

Half-Life HL
Toggleable lights on func_[track]train by kimilil
Posted 1 year ago2023-02-26 17:09:38 UTC • Examples • Half-Life
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Name
Toggleable lights on func_[track]train
By
kimilil kimilil
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Examples
Included
BSP, RMF/VMF
Created
1 year ago2023-02-26 17:09:38 UTC
Updated
1 year ago2023-02-26 17:09:38 UTC
Views
802
Downloads
248
Comments
1

An exploratory proof of concept of applying toggleable texlights onto `func_train`s and [in theory] `func_tracktrain`s.

Since the standard practice is to place func_[track]trains in a separate part of the map exclusively for lighting (also achievable with ZHLT's light_origin property, it can theoretically be extended by also having switchable lights in that room, which then applies to the func_[track]train wherever they may be in the map.

The mechanism of turning the lights on or off is through `path_corner`s or `path_track`s, made to trigger the lights upon passing. Thus, carefully placing these path_* entities allows you to turn on/off lights on the train surface as they pass through the section.

A compelling use case for this would be to have trains pass through bright sunlight or environmental light and have their lighting respond in a somewhat convincing manner.

Caveat: You can only have a maximum of 4 toggleable lightmaps for any face of the train, per map.

1 Comment

Commented 1 year ago2023-02-26 17:18:00 UTC Comment #105135
I originally wanted to demonstrate with a func_tracktrain, but I don't have time to build a complete map with train tracks.

EDIT: Also I want to point out that this is not a working example of the func_[track]trains throwing out light, but instead of light being thrown onto them instead. Prolly should've put a screenshot or 2. That's for later.

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