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Plusing Lights.

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  • Plusing Lights.

    I created some lights and wanted them to blink the way running lights on aircraft do, so I set the LightType under the Lighting to LT_Pulse. It pulses properly in the Prespective View viewport, but not in the game. Is there some other setting I need to adjust to make it blink properly? I tried a rebuild all, no help. lol

  • #2
    Dynamic lighting doesn't work right, so all those light types are obsolete. Use Projectors instead.

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    • #3
      :cry:

      Er... okay. Thanks!

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      • #4
        Crap, ok so I built a light using a projector, but it still doesn't pulse in the actual level. I set up the light the same way as I did with a normal light, using the LightType under the Lighting set to LT_Pulse. Do I have to change something else? I tried looking at the Projector Tutorial, but it doesn't seem to cover this really.

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        • #5
          did you rebuild your scene before you tested. also try another setting like flicker to see if it works.

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          • #6
            TriggerLights!

            TriggerLights work. Pulsing, flickering, etc... do it with TriggerLights!:up:

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            • #7
              Originally posted by AkumuX
              Crap, ok so I built a light using a projector, but it still doesn't pulse in the actual level.
              You did what? No, I didn't mean set up a Projector as a light, the light types are obsolete no matter what actor you use. You need to apply an animated texture to the projector. There's a special kind of texture that just oscillates back and forth between two colors that you can use.

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              • #8
                emitters are also good for this business

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                • #9
                  TriggerLights

                  I say again, TriggerLights. TriggerLights will support LightTypes, though not LightEffects. Lighting --> LightType = LT_Pulse, and TriggerLight --> bInitiallyOn = True. Voila, a pulsing light. Very cool. I used one in my first level, and I just now threw one into another level to make sure they still work. They do. Now, if you throw a corona on there, the corona won't pulse along with the light, but the light will still pulse. TriggerLights rock. Enjoy!

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                  • #10
                    Re: TriggerLights

                    Originally posted by Raptor2113
                    I say again, TriggerLights. TriggerLights will support LightTypes, though not LightEffects. Lighting --> LightType = LT_Pulse, and TriggerLight --> bInitiallyOn = True. Voila, a pulsing light. Very cool. I used one in my first level, and I just now threw one into another level to make sure they still work. They do. Now, if you throw a corona on there, the corona won't pulse along with the light, but the light will still pulse. TriggerLights rock. Enjoy!
                    Raptor :up:

                    You da man. This works.

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                    • #11
                      Yep, that worked, thanks Raptor2113!

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                      • #12
                        I almost vomited from Stress...

                        Then I read Raptors e-mail...

                        InintallyOn = True .... ahhh... That rules...

                        Thanks Raptor!!

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                        • #13
                          youre asking for bad performance and uglylighting. dynamic lights are evil. remember in UT where you could see the purple glow of the udamage through a wall? thats what dynamic lights do. they WILL cause problems. not to mention theyre slow, lol. the options were taken out for a reason, just like the reason people cant fly. people have hard enough time driving in a 2d plane, add a third dimension and youre asking for trouble. leave the lights alone.

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                          • #14
                            yeah, but...

                            true... but for those times when you just gotta have em... they're there

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                            • #15
                              Re: yeah, but...

                              Originally posted by Raptor2113
                              true... but for those times when you just gotta have em... they're there
                              Not true, I dont think theres any times you've GOTTA have them.
                              AFAIK you can do just about ANY effect you wanted from a dynamic light with a combination of either emitter or an emitter plus a projector.
                              For instance a pulsing "alarm" light I would just use an emitter and maybe a projector for the (moving) shadows needed.
                              Yes it is a lot harder to set this up, but the effect will be a lot nicer, dynamic lights were (semi) disabled for good reasons (all mentioned above).

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