Lightsource issue
Lightsource issue
Hi .
Is there a way to create "non fading" lightsource? I mean stable source of light without "pulse effect".
Is there a way to create "non fading" lightsource? I mean stable source of light without "pulse effect".
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: Lightsource issue
You can just set the life to be crazy high, like a million seconds
Finished Dungeons - complete mods to play
Re: Lightsource issue
I wonder if the same could be achieved if the life is set to zero?
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Re: Lightsource issue
That just makes no light at all, and kills any existing light. However, the light still counts as existing in terms of scripting, so creating a light, setting it's duration to 0 to get rid of it, and creating it again will cause an error if not spaced apart, which as really annoying until we got :destroy().Neikun wrote:I wonder if the same could be achieved if the life is set to zero?
Re: Lightsource issue
Also, you can make a fade-in effect by using an "anti-light" who's fade out makes it cancel out less and less of the actual light.
Code: Select all
spawn("timer", self.level, self.x, self.y, self.facing, self.id.."time")
:setTimerInterval(2.1)
:addConnector("activate", self.id, "pulse")
:activate()
function pulse()
spawn("fx", self.level, self.x, self.y, self.facing, self.id.."light2")
:setLight(-1,-1,-1,10,5,1,true)
:translate(0,1,0)
spawn("fx", self.level, self.x, self.y, self.facing, self.id.."light1")
:setLight(1,1,1,10,5,2,true)
:translate(0,1,0)
end-
Szragodesca
- Posts: 59
- Joined: Sun Oct 14, 2012 7:13 am
Re: Lightsource issue
Does that have the same grainy effect as the negative light value I tested in the slimes thread? If not, it may be closer to what I was going for with the dark slime anti-light (although it wasn't meant to pulse). I can't test it for myself, since I'm off to work, but if it could be tied to a mob to cause a moving unlight aura, that would be wicked.Lmaoboat wrote:Also, you can make a fade-in effect by using an "anti-light" who's fade out makes it cancel out less and less of the actual light.
SpoilerShowCode: Select all
spawn("timer", self.level, self.x, self.y, self.facing, self.id.."time") :setTimerInterval(2.1) :addConnector("activate", self.id, "pulse") :activate() function pulse() spawn("fx", self.level, self.x, self.y, self.facing, self.id.."light2") :setLight(-1,-1,-1,10,5,1,true) :translate(0,1,0) spawn("fx", self.level, self.x, self.y, self.facing, self.id.."light1") :setLight(1,1,1,10,5,2,true) :translate(0,1,0) end
Re: Lightsource issue
I am sorry, maybe I asked in wrong way.
I would like to create a lightsource with constant intensity. Each light in Grimrock is "pulsating": torch, ceiling lamp, light spell etc. I want lightsource without this effect if it's possible. I am missing "pulsating" boolean in light entity - maybe creating of this kind of light is not possible.
I would like to create a lightsource with constant intensity. Each light in Grimrock is "pulsating": torch, ceiling lamp, light spell etc. I want lightsource without this effect if it's possible. I am missing "pulsating" boolean in light entity - maybe creating of this kind of light is not possible.
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
-
Szragodesca
- Posts: 59
- Joined: Sun Oct 14, 2012 7:13 am
Re: Lightsource issue
Basically, you want a lightbulb, not a torch. Consistent, even glow as opposed to flicker.
I could definitely see a use for that in some Dungeon (metal) themed dungeons. I don't doubt someone will try to modernize LoG in a map or 2, and some magelights would be consistent as well (better for reading tomes).
I could definitely see a use for that in some Dungeon (metal) themed dungeons. I don't doubt someone will try to modernize LoG in a map or 2, and some magelights would be consistent as well (better for reading tomes).
Re: Lightsource issue
... or sunlight for outdoor scene?Szragodesca wrote:Basically, you want a lightbulb, not a torch. Consistent, even glow as opposed to flicker.
I could definitely see a use for that in some Dungeon (metal) themed dungeons. I don't doubt someone will try to modernize LoG in a map or 2, and some magelights would be consistent as well (better for reading tomes).
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore
Re: Lightsource issue
Oh, that's easy, just create an FX entity and use FX:setLight(red, green, blue, brightness, range, time, castShadow)Leki wrote:I am sorry, maybe I asked in wrong way.![]()
I would like to create a lightsource with constant intensity. Each light in Grimrock is "pulsating": torch, ceiling lamp, light spell etc. I want lightsource without this effect if it's possible. I am missing "pulsating" boolean in light entity - maybe creating of this kind of light is not possible.
