disco lights Created 19 years ago2004-07-28 03:13:08 UTC by hefsys hefsys

Created 19 years ago2004-07-28 03:13:08 UTC by hefsys hefsys

Posted 19 years ago2004-07-28 03:13:08 UTC Post #45746
I'm wondering how to make those monitors that send out four different colours (eg. red, green, blue, yellow). I am trying to get the monitor to project four beams so that the beams describe a circle or something similar right from the monitor to an object being projected to. Should I use the env_beam entity, the env_laser, a func_illusionary (like what Zombie Loffe did with the sunbeams) or something else for this?
Posted 19 years ago2004-07-28 03:40:23 UTC Post #45748
I'm a bit confused what you mean by monitors...do you mean something like a projector?

It's really your choice what to use....the only difference between env_beam and env_laser is that the laser does damage, so only use it if the player gets hurt when he goes through it.

func_illusionary would be what I would do if I was making a projector. Of course, you'll want a custom fade texture for green, red, etc.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-28 03:50:10 UTC Post #45750
I'm a bit confused what you mean by monitors...do you mean something like a projector?
Monitor, projector same difference... I meant a projector.
It's really your choice what to use....the only difference between env_beam and env_laser is that the laser does damage, so only use it if the player gets hurt when he goes through it.
Actually both env_beam and env_laser can do the player damage but neither of them have to. According to one of the tutorials on this site called about lasers, the env_beam can do everything env_laser can plus more.
Of course, you'll want a custom fade texture for green, red, etc.
what's a fade texture?
Posted 19 years ago2004-07-28 04:39:13 UTC Post #45757
Well, env_beam would be the way to go over env_laser. Haven't ever really used or experimented much with either of them. I suppose by setting a damage setting to 0 you could get those little damage sprites and blood sprites but not actually hurt the player, if you wanted an effect like that.

A fade texture is usually a texture used for sunbeams and the like. It usually fades from a brighter color at the top to black at the bottom, though on some it fades from left to right, etc.

Use the texture browser in Hammer and search for FADE, and you'll get two fade textures, or search C0A0YELLOW or C1A3YELLOW for two different variants. They are used in conjunction with the func_illusionary with a rendermode of additive and a fxamt of usually between 40-70. Additive renders the black part of the texture invisible, and 'fades' teh texture to black the darker it gets. They look a lot better than env_beam for static beams of light, like Barney's flashlight beam in the intro train ride.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-28 04:48:16 UTC Post #45762
I guess the main problem I'm having now is that I want to use brush-based beams for the projector. however, I also want the control of the env_beam entity.
Posted 19 years ago2004-07-28 04:52:08 UTC Post #45764
env_render and func_wall_toggle 'beams'?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-28 04:53:56 UTC Post #45765
I tried to use func_rotating for both the projector and the beam, except the difficulty arising from that is a lack of control from the projector. Can someone tell me how to get good control out of the func_rotating entity, which I know little about?
Posted 19 years ago2004-07-28 11:03:15 UTC Post #45871
you want that flashing, fancy "ball" form disco, want it emit lights AND have can be able to turn it on/off ? I'm not shure what you actualy want :)
Posted 19 years ago2004-07-28 16:31:07 UTC Post #45999
Well, the origin brush is the point upon which the func_rotating rotates upon, so just make the projector and the beams have origins at the same point, and it should look like the beams are coming from the projector while its turning around.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 00:31:40 UTC Post #46211
havnt mapped ina while but i belive you have to specify which axis you want it to spin on (x/y), (x/z), or (y,z). make sure you make the beam a non solid so it doesnt bat people away.... unless if your going for that sort of thing =D
Posted 19 years ago2004-07-29 00:36:39 UTC Post #46215
Yes, you need to specify if you want to run it on the X or Y axes.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-29 01:23:10 UTC Post #46222
Okay I have uploaded a map into the map vault's problem maps section. Here you can find out my exact problem. I want the lighting effects to be more complex than just running on the x or y axes.
Posted 19 years ago2004-07-30 02:52:38 UTC Post #46554
Okay I have uploaded a map into the map vault's problem maps section.

//did anyone read this?
Posted 19 years ago2004-07-30 03:21:53 UTC Post #46556
//did anyone read this?
I did... I just don't know the answer...
Posted 19 years ago2004-07-30 03:45:40 UTC Post #46564
Captain P answered you in the map's comments.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-07-30 03:52:50 UTC Post #46565
Oh, yes, thanks for telling, Seventh. I would've forgotten...
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