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
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> - Benjamin Davison
> _______________________________________________
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>


-- 
http://www.pixelfaction.com
AIM:ApeWithABrain
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