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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Fluorescent lighting
Chowderwhore
General Member
Since: Aug 1, 2011
Posts: 10
Last: Aug 17, 2011
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Level 0
Category: CoD4 MP Mapping
Posted: Sunday, Aug. 14, 2011 09:30 pm
Hey all...

I am lighting my map and I am trying to create fluorescent lighting. I have the light properties the way I want them but... How do I make it so the fixture actually looks like a light source?

Also, can you modify the shape of the light to something other than round or conical?

Thank you
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k00lbr33ze
General Member
Since: Jun 17, 2009
Posts: 121
Last: Dec 13, 2011
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Level 4
Category: CoD4 MP Mapping
Posted: Monday, Aug. 15, 2011 09:30 pm
attachment: image(232.4Kb) image(378.6Kb) image(377.3Kb)
Chowderwhore writes...
Quote:
Hey all...

I am lighting my map and I am trying to create fluorescent lighting. I have the light properties the way I want them but... How do I make it so the fixture actually looks like a light source?

Also, can you modify the shape of the light to something other than round or conical?

Thank you


Hey chowder, I don't think there's a way to change light shapes Radiant like in Maya.

I suppose a way to 'cheat' that is to create a spot source inside a box facing down
(or where ever you want it to light) so that it'll cast a rectangular shape, since patches
& brushes cast shadows.

For image I have attached, I created textures with alphas to recreate fire in the lamp (the other files are the settings I used).
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Chowderwhore
General Member
Since: Aug 1, 2011
Posts: 10
Last: Aug 17, 2011
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Level 0
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 17, 2011 11:28 am
I do understand that the "Lights" are unchangeable. I really want to make the model look like it is emitting light. I understand that the true light source is the light placed on the map but... in all of the tuts I have found, I have yet to see anything that goes into how to make a lamp model "Appear" to be on.

Thanks...
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k00lbr33ze
General Member
Since: Jun 17, 2009
Posts: 121
Last: Dec 13, 2011
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 17, 2011 01:02 pm
Well I believe there's already a prefab for a fluorescent_light _on.

Other than that, it would have to be a custom brush.
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odilasa1
General Member
Since: Nov 7, 2010
Posts: 66
Last: Dec 24, 2011
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Level 3
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 17, 2011 03:33 pm
I think what you're looking for is done by FX in CoD4. I suggest opening up your fx editor and then opening this folder: raw/fx/misc. There is one already called "fluorescent_glow.efx" but it may or may not be what your looking for. Good luck.
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
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Level 5
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 17, 2011 04:02 pm
i also would do it with an FX

but i found something similar on cod2 (maybe it works in cod4 too)

POINT LIGHTS

To create a point light, right click in the 2d view and choose light.
1. Point lights use the following variables:
a Color # # #: The color of the light.
b Radius #: The range the light can illuminate within.
c Def(def preset: The falloff definition of the light. This variable uses a one pixel high texture to set the type of falloff you want. You can find existing def setting on the light.gdt file in texture assets or you can make a custom falloff type by making a new texture and adding it to the lights.gdt file yourself


def examples:

light_point_linear: basic linear falloff curve

light_point_linear_nocenter: basic linear falloff without lumination at the center. Use this for situations that require an object to cast a shadow but not be illuminated by placing the light near the said object.

light_point_quadratic: hotspot is closer to center

tunsten_lamp: Used to simulate standard bulb type lights.




SPOT LIGHTS


To create a spot light, make a point light and a null object(by right clicking in the 2d view and selecting info/null) and then press W to connect the light to the null.

a Exponent #: The transition between the fov variables. This variable is an integer. Higher numbers will result in a smoother look. Without setting an exponent, the Fov_inner will have no effect on the light.
b Fov_inner #: The tightness of the hot spot.
c Fov_outer #: The angle of the spot light cone.
Spotlight Examples:

exponent 0 fov outer 100

exponent 1 fov outer 100

exponent 2 fov outer 100

exponent 1 fov outer 100 fov inner 60




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liltc64
General Member
Since: Feb 12, 2007
Posts: 906
Last: Oct 22, 2012
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Level 7
Im a fan of MODSonair
Category: CoD4 MP Mapping
Posted: Wednesday, Aug. 17, 2011 09:29 pm
im glad you care about the call of duty 4 environment [biggrin]
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