rotating warning light Created 14 years ago2010-07-07 07:23:14 UTC by jimmyboy jimmyboy

Created 14 years ago2010-07-07 07:23:14 UTC by jimmyboy jimmyboy

Posted 14 years ago2010-07-07 07:23:14 UTC Post #282774
None of the tutorials seem to answer this question and its starting to annoy me. Im trying to make a rotating light that cant be seen when not rotating, but can when it is. Just like the one at the start on opposing force after destroying those lasers, and straight after the incident in black mesa on the roof.
Posted 14 years ago2010-07-07 08:30:03 UTC Post #282775
Following http://www.twhl.co.za/tutorial.php?id=3 should teach you how to rotate stuff (if you didn't know), and you'll need the volumetric looking light.

You'll build your alert light in two parts though. One for the rotating solid base, then two more brushes for the alerty lights. Make the rotating entities have the same properties as far as speed goes. You'll set up the lights in the shape you want, and then set the texture effect property to texture and the FX amount to 0. It will be invisible.

Whenever you want the light to turn on.. you will use an env_render to change the light brushes to be visible with an FX amount of ~50 on additive mode. (Env renders change the target entity to reflect the texture effect settings in the entity)

Also, turn on the rotation at that point too. You'll need a multimanager to get it all happening at the same time.
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2010-07-07 08:46:09 UTC Post #282776
There's also an example map somewhere... I'm having trouble finding it, though.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-07-07 09:01:13 UTC Post #282777
Thank you so much, you guys are legends
Posted 14 years ago2010-07-07 10:16:00 UTC Post #282782
I have another question, is there a way to stop the light part from giving off light?
Posted 14 years ago2010-07-07 11:06:38 UTC Post #282783
the func_rotating? Or the light entity/brush? entities like that can be killed with "killtarget" command from other entities. If you want the entity to stop working use something like trigger_relay and make its killtarget section the func_rotating so when it's triggered the func_rotating turns off / dies. You can't turn it back on though once it's killed.
Skals SkalsLevel Designer
Posted 14 years ago2010-07-07 11:20:08 UTC Post #282784
im using the red brush texture as the light but its lighting the room that its in when its turned off
Posted 14 years ago2010-07-07 11:28:49 UTC Post #282785
Whats the texturename of that red brush texture?
Posted 14 years ago2010-07-07 11:32:45 UTC Post #282786
its called: "emer_light_light1"
Posted 14 years ago2010-07-07 11:36:51 UTC Post #282787
So its a custom texture?

If you have a rad file with this texture in it, it becomes a light emitting texture, knows as a texturelight.

Are you sure this brush emits light and not something else like the solid base?
Posted 14 years ago2010-07-07 11:43:01 UTC Post #282788
no its the light coz when i delete the light part the room is no longer lit
Posted 14 years ago2010-07-07 11:55:13 UTC Post #282789
Then it is a texture light. Disable it by commenting it out in the rad file ( // ).

The rad file is either in your rmf directory where you keep your rmf's or in the tools directory where the compile tools are (hlcsg, hlbsp, etc).
Posted 14 years ago2010-07-07 12:13:54 UTC Post #282791
ahha thank you, problammo solved.
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