. Please god someone help me because i do not want to use light_dynamic.
Multiple env_projectedtextures
. Please god someone help me because i do not want to use light_dynamic.
Goldenknighttim wrote:
I wonder if you switched between them enough times per second, if it would look like both are on at the same time. Maybe you can get a flicker patern that made it look like one was flickering off while the other was flickering on. I could also imagine a lot of cooperative gameplay potential in only one player having the flashlight. Limitations are the playground for innovation.
Don't know if Source can trigger things that quickly; probably only to a few decimal places, not enough so that it wouldn't induce epileptic episodes. Regardless, it would still most likely cause a lot of lag.
I remember one map on the workshop that had 2 rooms, and tried to fake it by flicking a projected texture on when you entered the room and turning it off when you left. Problem is, since the rooms were part of the same puzzle, you would walk through a portal into a dark room and end up in a brightly-lit room because the light turned on. It was super annoying and I really hated it, shame because the rest of the details were gold.
I guess you have to just settle for 1 projtexture
I hope you can make it work out!
You can use poweful light_spots in addition to lowering the lightmap scale on some floors and wall textures around it. You'll get some good shadowing effect.
josepezdj wrote:
You can use poweful light_spots in addition to lowering the lightmap scale on some floors and wall textures around it. You'll get some good shadowing effect.
For the means of a flashlight, though, wouldn't that be static, unless you wanted to place a bunch of differently named lights in every possible direction with trigger_looks everywhere. Of course that would also cause your CPU to create a rip in spacetime.

Lpfreaky and tmast98 would, though.
Arachnaphob wrote:
josepezdj wrote:You can use poweful light_spots in addition to lowering the lightmap scale on some floors and wall textures around it. You'll get some good shadowing effect.
For the means of a flashlight, though, wouldn't that be static, unless you wanted to place a bunch of differently named lights in every possible direction with trigger_looks everywhere. Of course that would also cause your CPU to create a rip in spacetime.
Ye, I meant static shadows, not dynamic... that's the con, however, you can get some spooky shadows for some places even though they're static ones, plus the actual dynamic shadows with the env_projectedtexture ...
Just a thought... it is a co-op map anyway.... ..
RustyDios wrote:
Why not have 1 flashlight, but make the sharing of it part of the puzzle ?... you could have specific points where they could swap the light through round-mesh-hole grates if the players are in separated rooms etc... Working with the limitation and adapting your idea is likely the better solution than trying to figure out how to have two env_projectedtextures ....Just a thought... it is a co-op map anyway.... ..
As stated earlier, constantly trigger-toggling these gets annoying visually, to the player, very quickly.
splatt wrote:
RustyDios wrote:Why not have 1 flashlight, but make the sharing of it part of the puzzle ?... you could have specific points where they could swap the light through round-mesh-hole grates if the players are in separated rooms etc... Working with the limitation and adapting your idea is likely the better solution than trying to figure out how to have two env_projectedtextures ....
Just a thought... it is a co-op map anyway.... ..
As stated earlier, constantly trigger-toggling these gets annoying visually, to the player, very quickly.
Not if the players can control who gets the flashlight.
Like in the beginning of Aperture Halloween, where the projected texture is attached to a little 3d model of a flashlight. You can move the flashlight and the projected light will follow.
Imagine an item like that where one co-op player could toss it to the other through a hole in the wall, or something. I think that's what RustyDios is getting at.
quaternary wrote:
Like in the beginning of Aperture Halloween, where the projected texture is attached to a little 3d model of a flashlight. You can move the flashlight and the projected light will follow.Imagine an item like that where one co-op player could toss it to the other through a hole in the wall, or something. I think that's what RustyDios is getting at.
Yeah that is what I was thinking of....
Glad you got a light_dynamic working to solve your problem... but.. does it create tons of lag? Remember some people that play your map may not have an optimised PC... ...