Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 13 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: Lights
tman~rb
General Member
Since: Dec 23, 2006
Posts: 77
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Mar. 27, 2005 11:59 pm
Nagus or anyone who can help ,could you explain how to do the switchable light with the 1.3 mod ,I looked at the demo maps but I just cant seem to figure out how you did it ,Thanks.
Share |
Agent007~rb
General Member
Since: Dec 23, 2006
Posts: 27798
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Mar. 28, 2005 12:17 am
What don't you understand about the setup in the demo maps? (keeping in mind I've never seen them)
Share |
tman~rb
General Member
Since: Dec 23, 2006
Posts: 77
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Mar. 28, 2005 12:22 am
I dont understand how the lights are triggered on and of ,I think It has something to do with "light styles" ,but I'm uncertain how to do it.
Share |
Paracyte~rb
General Member
Since: Dec 23, 2006
Posts: 220
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Mar. 29, 2005 01:13 am
IIRC Nagus told me that he did those by using func_static entites, or something like that to do it.

THe idea was to build 2 versions of the same room in the map. One of them would be lit up w/ lights, while it's duplicate would be dark and unlit. Then, you set it up so the 2 rooms swap positions really quickly on the touch of a button, so is appears that the lights have turned off.
Share |
tman~rb
General Member
Since: Dec 23, 2006
Posts: 77
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Mar. 29, 2005 03:07 am
I see ,you could do some interesting stuff with that.

I think I understand about light styles it must be a way of causing a light to strobe or flicker.
Share |
Paracyte~rb
General Member
Since: Dec 23, 2006
Posts: 220
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Mar. 29, 2005 04:05 am
Yeah, lightstyles are done using a q3map2 hack, but your maps performance can really take a hit if your not careful.
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Star Trek Voyager: Elite Force : Star Trek Voyager: Elite Force MOD Support

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»