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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: [Tutorial] Light Flares (aka Coronas)
SparkyMcSparks
General Member
Since: Feb 27, 2004
Posts: 1713
Last: Dec 29, 2016
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Monday, Jan. 5, 2015 10:47 am
Someone asked about this on another forum and as far as I researched / know, this information isn't available anywhere else on the internet so wanted to share!

Latest version of tutorial: http://steamcommunity.com/sharedfiles/filedetails/?id=370097765

Light Corona



There isn't a context menu item nor entity available, so you'll have to hackily drop a placeholder entity in Radiant and change the classname OR you can follow the section after this on how to modify Radiant to have an easy to place version in your context menu.

For this tutorial, you can drop in a info_null and open the Entity Window (N by Default) and change the classname to info_corona

Key Value
classname "info_corona"
Radius Radius of the corona.
Color Sets the color of the corona. The biggest value gets scaled to 1; this means that 0.1 0.1 0.1 is the same as 1 1 1.
Intensity Controls how bright a corona is. A value of 1.0 is fullbright; smaller values are dimmer.

Compile your map, link, and launch it. No scripting or FX placement required!


Radiant Context Menu


You can add the info_corona to the context menu if you wish to make this process easier.

Find your codwaw.def definition file in ...\Steam\steamapps\common\Call of Duty World at War\bin\ and open it in a text editor.

Note:You might have to make it a writeable file.

Add the following into the definition file:
Quote:
/*QUAKED info_corona (0 0.5 0) (-4 -4 -4) (4 4 4)
Corona around a light.
"radius" radius of the corona
"color" sets the color of the corona. The biggest value gets scaled to 1; this means that 0.1 0.1 0.1 is the same as 1 1 1.
"intensity" controls how bright a corona is. A value of 1 is fullbright; smaller values are dimmer.
default:"radius" "20"
default:"color" "1 1 1"
default:"intensity" "1"
*/


Then you should be able to restart Radiant and right click in the 2D grid to drop in a info_corona, which will have the default KVPs setup for you already.


Example Setup


Here is a prefab example of a lantern with a light and corona:http://www.alexromo.com/files/CoDWaW/light_corona_example.map

Code:
iwmap 4
"000_Global" flags active
"The Map" flags
// entity 0
{
"classname" "worldspawn"
}
// entity 1
{
"modelscale" "0.75"
"origin" "0.0 0.0 0.0"
"angles" "0 210 0"
"model" "lantern_on"
"classname" "misc_model"
}
// entity 2
{
"origin" "0.3 3.8 36.5"
"def" "tungsten_lamp"
"radius" "375"
"_color" "1 0.92549 0.85098"
"intensity" "2"
"classname" "light"
}
// entity 3
{
"origin" "0.0 0.0 6.8"
"_color" "1.000000 0.905882 0.807843"
"radius" "80"
"color" "1 0.901961 0.803922"
"intensity" "0.3"
"classname" "info_corona"
}


edited on Jan. 7, 2015 11:03 am by SparkyMcSparks
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dundy
General Member
Since: Dec 14, 2004
Posts: 762
Last: Jun 15, 2019
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jan. 7, 2015 04:14 am
Can you place these tut,s on mappersunited too[casanova]
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