I am trying to spawn lights because the areas being lighted are also changing. They are not static geometry. Would lightmaps still work in this situation? Aren't they compiled into the BSP?
- Aditya On Mon, Mar 2, 2009 at 1:37 PM, Benjamin Davison <[email protected]>wrote: > 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 > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > - Benjamin Davison > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- http://www.pixelfaction.com AIM:ApeWithABrain _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

