storms Created 13 years ago2011-09-18 20:27:41 UTC by platoon platoon

Created 13 years ago2011-09-18 20:27:41 UTC by platoon platoon

Posted 13 years ago2011-09-18 20:27:41 UTC Post #299084
hi,
i have simple question;
how can i make a realistic lightning in the night? (outdoor area)

i want give 1 second light to everywhere when lightning appears,
but it doesn't seems working for me, i tried few things
i want random beams appear on the air, it will give good sound, good light...

also how can i make rains without take too much size in the map? i know how can i make rain but i need something better (i don't want use spirit please)
Posted 13 years ago2011-09-18 20:34:25 UTC Post #299085
Weather is a bit hard to do in vanilla GS... You could use a grid of func_illusionary walls with a rain texture, and for lightning you could use a really quick env_fade with a white colour at the same time as the sound. Or a really large light_spot.

For lighting at night, just make it dimmer than normal, and a nice dark bluish color.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-09-18 20:45:01 UTC Post #299086
You can use a light_spot with the "is sky" property set to "yes" checked for lightning flashes. The 1.5 version of de_aztec used that technique.
Unfortunately you can't use a custom appearance because special appearances won't work on triggered lights.

As for the actual lightning, you can just use env_beams or env_lasers in the sky. De_aztec also did this.
Posted 13 years ago2011-09-18 20:50:04 UTC Post #299087
Is that what the "is sky" property is for? I thought it was just an obsolete value.
Cool.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-09-18 20:57:47 UTC Post #299088
thanks guys..
Posted 13 years ago2011-09-18 21:05:42 UTC Post #299089
Also, if you wanted your lightning to go off at regular intervals, you can just use a looping multimanager. If you want random lightning, you can use an env_beam that targets multiple info_targets (all with the same name, of course) and a single button between one info_target and your beam.
Have that button target your lightning effects, then tick the env_beam's "random strike" flag and you're all set. The beam will hit the button on its way to the info_target and trigger your lightning effects.

Play around with the number of targets and time between strikes to get your timing just right.
Posted 13 years ago2011-09-18 21:54:49 UTC Post #299092
Delays in any mapping trigger (like multimanagers) can be as low as 0.001 so very quick bright flashes are and easy toggle on the off. A large bright func_toggle could be of good use in the sky.
Rimrook RimrookSince 2003
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