Author Topic: Flashlight mod  (Read 1762 times)

yes, but the destination would be like 3 feet infront of it

alternately, we could use space's raycasting bit, like the OSR

Use raycast. For the love of...

something vaguely similar to your projector emitter minus the weird scattering effect would be good for the 'beam' of light

for the actual lighting of stuff we should probably just use a projectile.

That's not exactly the greatest way to go about it but whatever, it's your call.

Also orientParticles no longer works so you might as well just make a trans-additive / self-iluminating mesh that appears on the image state where the flashlight turns on.

hey, i'm open to suggestion; i haven't even finished the simple as hell model yet



how would you do it?

Are you gonna make it so when its closer, its smaller, and more fare away, its bigger?

hey, i'm open to suggestion; i haven't even finished the simple as hell model yet



how would you do it?

Well I don't know, what modeling program are you using?

Also for the light, you'd just need to figure out how to attach and remove a light object to your flashlight using the imageStates which would be part A of the difficulty, since there is no state field that allows you to do that. You'd need to have an extra bit of code to attach/detach the light and call it using stateScript.

The next part is figuring out how to get a single straight light with fxLightData instead of an all-around dome of light. I figure this is more then possible given you have a stuffload of interpolation animation fields to play with in the datablock. One option would be to make something like a cone of light, and then trick the animation into keeping the cone of light pointing ahead of you by making the rotation start and end in that direction, without any in-between changes.

Here's the thing though, I figure you've never played with fxLight, neither have I anyways. It would require some trial and error but it would  work very smoothly if you could do that.

Well I don't know, what modeling program are you using?

Also for the light, you'd just need to figure out how to attach and remove a light object to your flashlight using the imageStates which would be part A of the difficulty, since there is no state field that allows you to do that. You'd need to have an extra bit of code to attach/detach the light and call it using stateScript.

The next part is figuring out how to get a single straight light with fxLightData instead of an all-around dome of light. I figure this is more then possible given you have a stuffload of interpolation animation fields to play with in the datablock. One option would be to make something like a cone of light, and then trick the animation into keeping the cone of light pointing ahead of you by making the rotation start and end in that direction, without any in-between changes.

Here's the thing though, I figure you've never played with fxLight, neither have I anyways. It would require some trial and error but it would  work very smoothly if you could do that.
Screw telling bushi what to do and do it your self.

Screw telling bushi what to do and do it your self.

Hey he got dibs on it first, besides I can't script so I'd get stuck half-way through.

when i said 'i haven't finished the simple as hell model yet' i didn't mean 'i don't know how to do it'

i meant 'i haven't started on the simple as hell model yet.'





actually i have played with hackish ways to get around torque's fxLight limitations so yeah i think i know how to do this all

when i said 'i haven't finished the simple as hell model yet' i didn't mean 'i don't know how to do it'

i meant 'i haven't started on the simple as hell model yet.'

Alright that's fine.

actually i have played with hackish ways to get around torque's fxLight limitations so yeah i think i know how to do this all

Oh cool, gonna look forward to the finished product then.

I dont think thats possible. The torque engine causes the light to be projected area wise. Light can be seen through everything in the engine. Thus making this nearly impossible

I dont think thats possible. The torque engine causes the light to be projected area wise. Light can be seen through everything in the engine. Thus making this nearly impossible

You haven't seen animated lights then, plus the pass-through-everything thing is pretty much unavoidable to reduce lag.

Should have just told him to spawn 900 lights in Gmod by a wall. The same thing will happen in every game engine.