Point_spotlights on fluorescent light fittings

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
I've heard that some people (specifically Boojum, I think) hate the setup of having a point_spotlight at each end of a fluorescent light fitting to simulate the light being cast. Personally I don't find it too bad but I was wondering:

1 Is it generally good or bad to use this method?
2. Is there a better way to achieve a good effect? Particles, maybe?

Thanks.
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
1. It looks weird
2. You could use func_dustmotes, but they don't look really good. You should test them though.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
It is possible, if one were to make custom sprites, so have a spotlight which actually fits the light. The main problem would be that it would look the same from all angles. Right now the best solution would be either a model-based light or simply not to use them.
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
I can't find any model-based ones specifically for TF2 so I'm gonna do a bit of experimenting in the particle editor. It's my first time making effects but I have used it to look through the various systems before; I'll take a look at what Valve have done for the payload cart's siren effect.

EDIT: Actually I'm just gonna forget it. :p
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Honestly, fluorescent lights like the ones in the game don't produce all that much dustglow in real life, since they're not very directional. I'd just leave the glow effects out completely.