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Model light level.


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.Dare Devil.
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Join Date: Sep 2010
Old 11-28-2011 , 07:24   Model light level.
Reply With Quote #1

Hi, is it possible to change the model light level.
I need a very high light level model to create one very pretty thing.

Normal model light level is too dark.
And i dont want to use that TE_DLIGHT message to light up them.
It make a big lagg, when there are many Dlights.

Thanks alot to the guy who can help me!
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.Dare Devil.
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Join Date: Sep 2010
Old 12-20-2011 , 13:42   Re: Model light level.
Reply With Quote #2

Bump.

I have search on this forums and google and I was not found anything.
Is it impossible?
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Old 12-20-2011, 15:36
Devil259
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Menethil
Senior Member
Join Date: Aug 2011
Old 12-20-2011 , 15:45   Re: Model light level.
Reply With Quote #3

This can be done by modeling , you can ask/search for an modeler , I also did something like this for an angel class with model uber lighter.
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.Dare Devil.
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Old 12-21-2011 , 06:37   Re: Model light level.
Reply With Quote #4

Quote:
Originally Posted by Menethil View Post
This can be done by modeling , you can ask/search for an modeler , I also did something like this for an angel class with model uber lighter.
I had never seen hightlighing model.
I also are modeler, can you tell me a qc command what set highlighing in texture ( searching in google and found only css stuff. )
or can you upload model what are hightlighing.
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schmurgel1983
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Join Date: Aug 2006
Location: Germany
Old 12-30-2011 , 15:24   Re: Model light level.
Reply With Quote #5

what about: #define TE_ELIGHT 28 // Point entity light, no world effect

i have tested pev_light_level on players dosen't work, on entities they follow players (handled by engine) dosen't work, so good luck ^^
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Last edited by schmurgel1983; 12-30-2011 at 15:26.
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.Dare Devil.
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Join Date: Sep 2010
Old 01-13-2012 , 16:07   Re: Model light level.
Reply With Quote #6

Quote:
Originally Posted by schmurgel1983 View Post
what about: #define TE_ELIGHT 28 // Point entity light, no world effect

i have tested pev_light_level on players dosen't work, on entities they follow players (handled by engine) dosen't work, so good luck ^^
thanks for trying to help me.


I am waiting for a master who teaches The Kong Model Light Level Fu!
so bump!
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.Dare Devil.
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Join Date: Sep 2010
Old 01-30-2012 , 07:50   Re: Model light level.
Reply With Quote #7

BUMP!
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Old 01-30-2012, 08:34
tuty
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.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 02-11-2012 , 08:32   Re: Model light level.
Reply With Quote #8

Found a way how to do it.

When two or more additive texture mode models are in you screen there come light.

example image :



So if there are 4-6 additive texture models in back
there come full light style.

( Tested by models )



Tested image.


Like you see , all ohter models are dark but that fog additive texture mode model is hightlight.
( I changed sky too black so you can see better this thing. )


i upload fog model for example.
PS: Model by me.

Model is big so i dont know that you see this in model viewer
but, if you are mapper then you can use it to test or what ever.
if you need to use this model on your maps, feel free to use it.


so, if you want to make player model what is hight light level in dark
you just need to copy old mesh , paste it , make origin same as old mesh,
scale it 1,001 point. then again 4 or 5 times
and copy old textures, rename it, and use it for copied mesh then make that copied textures to additive texture mode.

so yeah, if someone also want to know how to hight light models then here it is.

Only way in hl engine.
I dont really need it anymore because i moved in cs: source now.


thank you alliedmods.net to tryng help me for that!
Attached Files
File Type: zip jungle_fog.zip (32.3 KB, 131 views)

Last edited by .Dare Devil.; 02-11-2012 at 19:04. Reason: typo: 0,001 make smaller - 1,001 make bigger
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