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View Full Version : Quake3 Lightstyles, triggable light


judaz
17th September 2003, 20:36
Im experimenting with different lightstyles in my quake3 maps, it´s very neet that q3map2 makes it possible. My problem is that i can´t see the difference between the different styles, they all look the same to me.
Is there a guide or something on how to use the style flag? and is it possible to have triggable lights in quake3?

ydnar
17th September 2003, 22:05
The rgbGen and alphaGen for each style has to be explicitly specified in worldspawn key/value pairs. See the example style maps for details.

If no style rgbGen/alphaGen keys are found, then it uses the default semi-random flicker for every style.

As for triggerable lights, I originally thought it wouldn't be possible. Then I remembered the vertex swap trick that TA introduced (and we exploited in ET).

It would be possible to rig up a triggerable light or some other kind of trigger_multiple that would fire a ton of shader remaps, if you wanted to have triggerable lightstyles.

y

judaz
17th September 2003, 22:45
Thanx, rgbGen/alphaGen helped a lot :D