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[L4D & L4D2] Dynamic Light (1.10) [07-Feb-2022]


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Lux
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Join Date: Jan 2015
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Old 02-28-2023 , 07:18   Re: [L4D & L4D2] Dynamic Light (1.10) [07-Feb-2022]
Reply With Quote #61

here is an alt version that uses cone based illumination for models and pointlight for geometry use 1.10 compiler.
Edit this define AMBIENTLIGHT_USE_ATTACHMENT true to use gamedata attached directly to flashlight attachment.
https://github.com/LuxLuma/L4D-small...-2_team_lights
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Last edited by Lux; 02-28-2023 at 07:20.
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Iciaria
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Join Date: Aug 2022
Old 03-01-2023 , 05:19   Re: [L4D & L4D2] Dynamic Light (1.10) [07-Feb-2022]
Reply With Quote #62

Quote:
Originally Posted by Lux View Post
here is an alt version that uses cone based illumination for models and pointlight for geometry use 1.10 compiler.
Edit this define AMBIENTLIGHT_USE_ATTACHMENT true to use gamedata attached directly to flashlight attachment.
https://github.com/LuxLuma/L4D-small...-2_team_lights
i like this version
It looks like it uses the player's own flashlight.

Is "AMBIENT_*" used to control another light?
From my perspective the plugin seems to create an extra light in the close range, perhaps incorrect tracking?

Change "AMBIENTLIGHT_USE_ATTACHMENT true"
Nothing seems to happen?

Code:
#define AMBIENTLIGHT_USE_ATTACHMENT true
#define DEBUG false


#define COLOUR "7 7 7"
#define BRIGHTNESS "3"
#define INNER_CONE "1"
#define OUTERCONE "1"
#define SPOTLIGHT_RANGE 750.0
#define SPOTLIGHT_SIZE 750.0
#define LIGHT_OFFSET 40.0
#define LERP_TIME 0.1

#define AMBIENT_COLOUR "50 50 50"
#define AMBIENT_BRIGHTNESS "1"
#define AMBIENT_LIGHT_SIZE 150.0
#define AMBIENT_LIGHT_OFFSET 40.0

#define COOKIE_DEFAULT "1"
Also tested with different "INNER_CONE" "OUTERCONE" settings.

Compiler:

SourcePawn Compiler 1.10.0.6545

Server:
Code:
 SourceMod Version Information:
    SourceMod Version: 1.11.0.6906
    SourcePawn Engine: 1.11.0.6906, jit-x86 (build 1.11.0.6906)
    SourcePawn API: v1 = 5, v2 = 16
    Compiled on: Jul  8 2022 07:37:00
    Built from: https://github.com/alliedmodders/sourcemod/commit/aa4145c7
    Build ID: 6906:aa4145c7
    http://www.sourcemod.net/
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Last edited by Iciaria; 03-01-2023 at 05:53.
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superfruit86
New Member
Join Date: Apr 2023
Old 05-19-2023 , 13:22   Re: [L4D & L4D2] Dynamic Light (1.10) [07-Feb-2022]
Reply With Quote #63

Quote:
Originally Posted by Lux View Post
here is an alt version that uses cone based illumination for models and pointlight for geometry use 1.10 compiler.
Edit this define AMBIENTLIGHT_USE_ATTACHMENT true to use gamedata attached directly to flashlight attachment.
https://github.com/LuxLuma/L4D-small...-2_team_lights
Hey Lux, rookie here to L4D2 mods, apologies. I'm a little confused on how to test out your plugin, as I've only been using sourcemod.net compiler so far for my light personal work and tinkering, so 1. I'm also unsure on how to do imports (would love to be educated with a few helpful links if feature is available, preferably don't want to install any thing locally unless it's the only way - OS: Windows) 2. you say there's an optional requirement for gamedata but where is/are that files? I don't see them on your GitHub

Maybe you could upload an .smx version of your plugin and gamedata (if applicable)?
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Lux
Veteran Member
Join Date: Jan 2015
Location: Cat
Old 05-19-2023 , 14:26   Re: [L4D & L4D2] Dynamic Light (1.10) [07-Feb-2022]
Reply With Quote #64

Quote:
Originally Posted by Iciaria View Post
...
The AMBIENTLIGHT_USE_ATTACHMENT true, uses attachpoints, with it false it would just maintain an offset from the viewmodel.

ambient light is only what you see and others who spec you, the other light is what you don't see but what others see like silvers flashlight.

Quote:
Originally Posted by superfruit86 View Post
Hey Lux, rookie here to L4D2 mods, apologies. I'm a little confused on how to test out your plugin, as I've only been using sourcemod.net compiler so far for my light personal work and tinkering, so 1. I'm also unsure on how to do imports (would love to be educated with a few helpful links if feature is available, preferably don't want to install any thing locally unless it's the only way - OS: Windows) 2. you say there's an optional requirement for gamedata but where is/are that files? I don't see them on your GitHub

Maybe you could upload an .smx version of your plugin and gamedata (if applicable)?
Here but I do really suggest getting familiar with sm's ecosystem and github.
If this gamedata here is broken you can get latest from Here
Attached Files
File Type: txt lux_library.txt (5.2 KB, 69 views)
File Type: smx team_light.smx (9.3 KB, 87 views)
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Last edited by Lux; 05-19-2023 at 14:28.
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