Func_illusionary Created 19 years ago2004-06-12 03:35:10 UTC by AJ AJ

Created 19 years ago2004-06-12 03:35:10 UTC by AJ AJ

Posted 19 years ago2004-06-12 03:35:10 UTC Post #32606
Sorry for all this posting btw...

Do you remember at the start of Half-Life in the transit, there was a machine holding a crate. The door opened and the light started to shine through. It looked like a func_illusionary to me. I was wondering if anyone knew how to achieve the effect, to have the light showing matching the amount of door opened (if that makes sense!).
AJ AJGlorious Overlord
Posted 19 years ago2004-06-12 03:37:26 UTC Post #32608
I get what you mean. It's quite simple actually. That light-beam is just a moving entitie with it's render FX set to additive. It moves so that it fits the amount of door opened. It would take a bit of tweaking to get it right but it's fairly simple to achieve.
Posted 19 years ago2004-06-12 04:55:01 UTC Post #32615
Ouch it actually sounds quite difficult. I know about the Render FX part. I've set up the actual light which is supposed to come through an open window. The window is covered by two shutters. These shutters swing open and start to let light in until they are completly open. This was my idea anyway...
AJ AJGlorious Overlord
Posted 19 years ago2004-06-12 05:00:43 UTC Post #32617
In the intro-ride, the door slides open and another door, the lightbeam, slides forwards, so, that it exactly fits each other. Effectively simulating the light...

It's not so easy in every situation though. With rotating doors and doors that open on two sides the light is a lot harder to get right...
Posted 19 years ago2004-06-12 05:08:22 UTC Post #32618
Ah I see...That would be quite difficult for a set of shutters...Perhaps two lightbeams are needed.
AJ AJGlorious Overlord
Posted 19 years ago2004-06-12 05:30:55 UTC Post #32621
Probably. Maybe an even more advanced setup. That's up to you to find out... always fun, mapping, isn't it? :)
Posted 19 years ago2004-06-12 05:56:08 UTC Post #32626
you could bust open the windows really fast - then you can use a func_wall_toggle
Posted 19 years ago2004-06-12 07:40:54 UTC Post #32645
BTW I'm mapping for Spirit if that helps...
AJ AJGlorious Overlord
Posted 19 years ago2004-06-13 08:28:09 UTC Post #32947
(is it posible to make it fucn_illsionary then group it with the door so it moves with it)
With Spirit of Half-Life, yes. With Half-Life, no. Although a lot can be faked with a little creativity... :)
Posted 19 years ago2004-06-13 23:32:55 UTC Post #33181
Well anonymous, if you have any luck contact me. I'm quite interested at having a look if you get it done.
AJ AJGlorious Overlord
Posted 19 years ago2004-06-13 23:50:30 UTC Post #33189
It's still solid if it moves though, right? It looks transparent due to the additive, but if it's a func_door or train or whatever, it's still solid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-06-13 23:51:58 UTC Post #33191
Nope, just tick the 'Not Solid' flag.
AJ AJGlorious Overlord
Posted 19 years ago2004-06-14 01:07:55 UTC Post #33200
Hmm...I see no "not solid" flag on a func_door in VHE 3.5. Anyways, I'm posting an example map of how to do this, with non-accessable doors (solid) in the example maps for future reference.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-06-14 01:12:15 UTC Post #33201
A func_train has the 'Not Solid' flag.
AJ AJGlorious Overlord
Posted 19 years ago2004-06-14 01:44:06 UTC Post #33206
Ah. I've been working with it as a func_door as it is so much easier. I hate path corners.
RabidMonkey RabidMonkeymapmapmapfapmap
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