If you don't need them to move around why don't you just use lightmaps and
turn them on or off? Like I do in this video.
http://www.youtube.com/watch?v=FJa2h_QOVa0&feature=channel_page

I'm not really sure why you wanna use dlights when you can use this method,
and it looks better also.

On Mon, Mar 2, 2009 at 6:22 PM, Aditya Gaddam <[email protected]>wrote:

> Hi,
>
> I am trying to spawn lights on the fly to light otherwise dark areas. I
> need
> to spawn a fairly large number of lights - let's say for this conversation,
> I need to spawn about 100 lights.
>
> I don't really care if the lights can move after they have been spawned -
> just need them to be spawned at runtime ( as opposed to being compiled in
> the map ). They also cannot die in a second or two. These are meant to
> light
> areas for the extent of the round. So they must be alive for 15-30 minutes
> at the least.
>
> Currently I am trying to do something like:
>
> CBroadcastRecipientFilter filter;
> te->DynamicLight( filter, 0.0, &lightPos, 255, 30, 20,
> random->RandomFloat(2,4), 400.0, 20, 4.0 );
>
> This seems to create one light, but that's it. Any further calls to the
> function that contains this code doesn't do anything until the light dies
> away (currently after 20 seconds).
>
> How do I create lots of lights at the same time that stay up for a while.
> Should I do it on the client side instead? What is the max number on
> server/client when it comes to lights?
>
> Is there some way to not use dynamic lights maybe? I am basically looking
> for a good way to do this. Any pointers would be appreciated.
>
> I was thinking of maybe just spawning lots of point entities that dont do
> anything, but on the client side, these are looked at and when the player
> has em in his viewcone a dlight is generated for like 0.1 seconds in some
> sort of Think function.
>
> Again. Don't need the lights to actually move after they are spawned at a
> certain position. Just need to be able to set that initial position and
> maybe be able to turn em off/on. Also this is a multiplayer mod. So not
> just
> one player involved.
>
> Thanks,
> Aditya
>
> --
> http://www.pixelfaction.com
> AIM:ApeWithABrain
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