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FPSC Classic Product Chat / Turn off a static light?

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Desecrated Studios
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Posted: 7th Jul 2011 07:16
Is there any way i can use a trigger zone, or scripting to turn off a static light? I have searched this and have found nothing, hopefully someone knows... Thanks!

-Josh
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System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
Gunbarrelguru
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Posted: 7th Jul 2011 08:00
Not to my knowledge. You can only turn off dynamic lights with trigger zones. Hope that helped! You can find information on how to do this here:

http://www.freewebs.com/undoom/fpscfaq.htm
Desecrated Studios
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Location: Kirtona
Posted: 7th Jul 2011 08:07
Thanks for the website and tip, but i need it to be a static light. I tried to do it with a dynamic light, but the lighting looked really stupid. I will take some screenshots to show everyone, just give me a second..

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
Gunbarrelguru
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Posted: 7th Jul 2011 08:10
okay, sorry I couldn't help. By the way, does anyone know how to change the muzzle flash on a weapon? But answer Exu's question first. And Exu, are you Australian? Anyway, good night all!
Desecrated Studios
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Posted: 7th Jul 2011 08:16 Edited at: 7th Jul 2011 08:20
1. Don't you just change what muzzle flash the gun uses in gunspec.txt?
2. Nope, im from the US. Why do you think im Austrailian?

EDIT - Here are the screenshots. This first one is a static light (good), second is a dynamic light(BAD!)





As you can see, the dynamic light doesn't light up the room/walls at all! Is there any way to fix this?

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
rolfy
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Posted: 7th Jul 2011 08:31 Edited at: 7th Jul 2011 08:32
Only dynamic lights can be turned on/off.
You can increase the light strength using lightintensity=x in the script. Try 300 or so.
You might also want to use an illumination shader on that fitting.

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Desecrated Studios
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Posted: 7th Jul 2011 08:48
Thanks for commenting rolfy, i will do that as soon as i can!

Also,
Quote: "You might also want to use an illumination shader on that fitting."

What do you mean, on the walls? or the light entity?

Anyways, thanks!

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
rolfy
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Posted: 7th Jul 2011 09:01 Edited at: 7th Jul 2011 09:04
The light entity. But I reckon you might have to trigger a texture swap when turning it off so it references an alt texure with no illumination map.
If that doesn't work you could make it dynamic and destroy it whilst spawning a 'dud' one.

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Desecrated Studios
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Posted: 7th Jul 2011 09:06
Yeah, i don't really get what you mean. Im not very smart when it comes to FPSC and scripting and stuff. But thanks for commenting!

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
Kravenwolf
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Posted: 7th Jul 2011 09:38 Edited at: 7th Jul 2011 09:43
Quote: "Is there any way i can use a trigger zone, or scripting to turn off a static light?"


There's only one way that I can think of, but it requires a bit of outside-of-the-box thinking to pull off, and probably isn't what you had in mind.

Anyway, in order to simulate turning off a static light, you would need to build two completely identical rooms. In one room you would place your static light, and in the other, no light. Then, when the player goes to "turn off" the light via wall switch, etc; have a script teleport the player to the other identical room where there is no light. The problem with this method (aside from adding extra polygons to your level duplicating your rooms), is that the player will need to "flip the switch" again to return to the first room via teleport connected to the rest of the level in order to progress in the game.


Another option would be to wait for the release of whichever mod says is working on dynamic shadows (can't remember which one it is, haven't been too active lately), and then simply use a dynamic light.


A third option, if you intend the room to be completely blackened out when the light is switched off, would be to make the switch on the wall or whatever you're going with, toggle a black HUD on/off over the player's screen behind the main HUD. Problem being, muzzle flash, and any other on-screen events during the time the lights are "off", wouldn't be visible.


A forth option would be to create your level's lightmapping in an external program, and then use a dynamic light simply to adjust the ambience in the room; without it affecting the highlights/shadows already baked onto the walls, etc (screenshot below).




The last option I can think of (and just a theory), would be to use a full screen shader that turns on/off when the switch is toggled, that lowers the contrast of the screen to make it appear as if the room has gotten darker. Would need triggers at the doors to adjust the FSS when the player leaves/enters the room again, and a full screen shader would be harder on performance than the other options, so...meh.


Kravenwolf


Desecrated Studios
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Posted: 7th Jul 2011 12:59 Edited at: 7th Jul 2011 13:00
Wow, thanks for all of that Kravenwolf! I will definitely check out all of those options as soon as i can and see what turn out the best! Which modeling program would you recommend? (Me having no idea how to do anything, do you know where i might find a good tutorial. Should i just take a good look around the forums for one?) Also, what mod would have dynamic shadows? I thought FPSC came with dynamic shadows? It's in the setup.ini isn't it?

Anyways, thanks for all of your help Kravenwolf!

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
2Beastmode4u
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Posted: 7th Jul 2011 17:01
My static lights look like the dynamic light picture that you posted... My dynamic lights are the only ones that work.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Desecrated Studios
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Posted: 7th Jul 2011 21:04
That's strange, maybe upload your setup.ini and ill take a look to see what's different? If i can do that of course, i was just wondering

And what do you mean, "are the only ones that work.", Do you mean the static lights don't illuminate at all? I used to use all dynamic light before, then i started using static lights and they look a lot better. Such as the screenshots i posted above. Anyways, thanks for commenting!

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
2Beastmode4u
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Posted: 8th Jul 2011 20:06
Yes, my static lights don't illuminate, only my dynamic lights do.


Cheers.

God help me, Please.

Come on down to my site at Unleashed FPSCreators
Desecrated Studios
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Posted: 9th Jul 2011 01:55
That's really weird. Want to post your setup.ini so i can compare with mine to see if they are the same/different? If not, i was just wondering

-Josh
Website is under construction
System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
defiler
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Posted: 9th Jul 2011 07:18
@ Kravenwolf: You should totally do a tutorial on lightmap baking and exporting it all ready for FPSC

Current Project: Lost Contact: Chapter 1
Desecrated Studios
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Posted: 9th Jul 2011 08:24
Agreed! ^^

-Josh
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System Specs: AMD Phenom x3 2.2GHz, 4GB DDR2 RAM, 1TB HD, HD Radeon 5770 1GB, 22in Acer Monitor
srealist
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Posted: 9th Jul 2011 20:15
Brilliant ideas by Kravenwolf! That kind of "outta the box" thinking is so important when working with FPSC.

Maybe we could convince you to make a tutorial of unconventional approaches to common problems???

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