View Full Version : Pulsing Lights
10-05-2005, 02:12 PM
I heard a while back that you cant use ambient lighting (different name?)
I played a LawDogs map (LCF-OpenRange2k4) where there is a glowing fire light in one of the houses. Was the ambient lighting brought back in one of the patches to enable them to do this or did the LawDogs team use their programming knowledge to find a way around this?
10-05-2005, 05:54 PM
Emitters can cast dynamic light, actually pretty much only light can't as I understand it...
They may have used a projector as well...
10-05-2005, 06:00 PM
the problem with the lights i think is, the engine actually only uses they light to calculate more realistic lighting, and in game they are used just to brighten actors.
what i thaught was that lighting took too long to calculate so thats why they have those, for lack of a better word, crappy dynamic lights.
[EDIT] and i think lights cant cast dynamic light because its static correct?
10-05-2005, 08:25 PM
Finally got into the map itself (LCF-OpenRange2k4) and saw it is a TriggerLight. Could not copy/paste it into a new map, but could not find any "trigger" either. Is there a way to get the code of a certain item in a map, possibly using the actor class browser interface? For example, if theres a weapon spawn in a map that spawns a special sniper rifle, is there a way to get the code of that rifle?
Hsoolien, if emitters can cast dynamic light, and there are about 20 instances in the map that need this special lighting, what would be better for engine speed and gameplay...using emitters, projectors, or the "triggerlight LawDog" method? I'm almost sure projectors are the most costly when it comes to performance but I'm not sure.
10-05-2005, 11:32 PM
Projectors can be turned off, an emmitter with no actual particles set would probably be very efficient
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