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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: projected light question
[STK]Ran[)omHomicide
General Member
Since: Jun 17, 2004
Posts: 189
Last: Nov 4, 2007
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Level 4
Category: DOOM III Mapping
Posted: Monday, Apr. 4, 2005 03:11 am
i have the flare... i have the projected light, how do i get a beam in between? [2guns]
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[STK]Ran[)omHomicide
General Member
Since: Jun 17, 2004
Posts: 189
Last: Nov 4, 2007
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Level 4
Category: DOOM III Mapping
Posted: Monday, Apr. 4, 2005 11:08 am
anyone?
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DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
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Level 4
Category: DOOM III Mapping
Posted: Tuesday, Apr. 5, 2005 07:40 am
im not entirely sure what you are trying to achieve. are you trying to create a visible beam of light between the point of origin and contact, something that creates a visual dust haze?
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[STK]Ran[)omHomicide
General Member
Since: Jun 17, 2004
Posts: 189
Last: Nov 4, 2007
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Level 4
Category: DOOM III Mapping
Posted: Tuesday, Apr. 5, 2005 11:06 am
that is correct sir [2guns]
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DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
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Level 4
Category: DOOM III Mapping
Posted: Tuesday, Apr. 5, 2005 12:05 pm
Regarding the textures you pick for projected lights, they just project that texture onto a surface. I dont think the engine allows for visual light to actually be renderedas you want.

This is just coming off the top of my head, but the idea comes from ut2004. You could create a transparent non-clippable static mesh in max and import it into doom 3, then to create the dust haze and motes swirling in between, you could use dooms particle editor to create this system with a custom texture - probably an alpha - to simulate the dust.

Right now thats the only solution I can think of, but ill let you know if i find any other way of doing it.
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[STK]Ran[)omHomicide
General Member
Since: Jun 17, 2004
Posts: 189
Last: Nov 4, 2007
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Level 4
Category: DOOM III Mapping
Posted: Tuesday, Apr. 5, 2005 10:33 pm
well actually im sure the engine does... dont know if you have ever played doom3 but.... the monster guardian seeker has a light that does just what im wanting.... has a source a destination... and a visable ray inbetween... as far as asigning a texture to the light, i tried that right after i read your post... tried a buch of em. and none of the ones i tried worked anywhere near what im trying to do. as far as your special brush goes that would be ok if the light was going to be static but this light will move around. sure ty for trying maybe someone will solve this for us. where the heck is foyleman when you need him [2guns]
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minusmojo
General Member
Since: Feb 9, 2004
Posts: 311
Last: Jun 14, 2005
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Level 5
Category: DOOM III Mapping
Posted: Wednesday, Apr. 6, 2005 05:52 am
I am not sure what you are trying to do but i would like to help - maybe you can post some pics, 1 of the example you mentioned about the guardian, and one of what you have so far in your map.
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DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
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Level 4
Category: DOOM III Mapping
Posted: Wednesday, Apr. 6, 2005 07:37 am
Now that you mention it, i do remember that boss as well. Ill load up the map and take a look at it.

For my earlier recommendation, you can still use a trnsparent static mesh bound to a func_mover.

Ill let you know what Ive found as soon as i get a chance to look at that map.
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DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
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Level 4
Category: DOOM III Mapping
Posted: Sunday, Apr. 10, 2005 10:41 am
Was playing through the campaign again last night when i came across something that might help you. in the enpro level where you meet delta team, there is a rotating emergency light with a visible light cone.

loaded up the level in the editor and it looks like the effect was created with a func_emitter bound to a rotating mesh with two coloured lights.

try loading up that level or the next one in the comms facility with the moving platform that has a light attached to it with a visible cone. basically, it looks like emitters are the way to go.
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[STK]Ran[)omHomicide
General Member
Since: Jun 17, 2004
Posts: 189
Last: Nov 4, 2007
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Level 4
Category: DOOM III Mapping
Posted: Tuesday, Apr. 19, 2005 11:31 am
thanks alot death and yes the func_emitter is the answer [2guns]
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