making team colored point lighting.

GiantLeprechaun

L1: Registered
Feb 27, 2009
18
0
for my KOTH map I want to make it so the point flag glows the appropriate color for whichever team owns the point at the time. Like the koth_laoder.
 
Last edited:

zero_rogue

L1: Registered
Sep 15, 2009
38
36
if i understand you; you want the point to have a light on your KOTH point that changes color biased on who owns it? that would be easy however it will increase the file size of your map somewhat(just an fyi on it).

1)Create 3 Point_spotlight entities
2)light each one White, Red, and blue
3)name each one
4)Set outputs on the trigger_capture_area so that it disables the white light and enables the color light of the team that capped.

That should be it. like i said dynamic lights(lights that turn on/off) are expensive. and overlapping ones are exponentially more costly. (your looking at 9x more data than you would have initially have with 1 light.)

its fine if you do this just at the control point but dont go switching multiple lights throughout the map. ^_^
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Or they only light a small area. Like supposing they're those little emergency lights or something on the walls, but the actual gameplay area is lit with normal white lights.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
If you're going to quadruple the size of the lightmap file, make sure that the lights are in a noticable place. Attach some effects to them (sprites, spotlights, etc) and try optimising your lightmaps to compensate. Finally, you absolutely MUST name any grouped lights the same. So if you name all the red lights the same, then you can have as many as you want, while if you name them differently your first additional lights are going to cost you 32 lightmaps (verrrrrry bad)
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Or they only light a small area.
IIRC every switchable light (or same-named set of lights) doubles the number of lightmaps that must be calculated for the entire map, so if you're going to use that type of lighting to "change the theme" you might as well dream big in terms of the area covered by a single switch.

Like supposing they're those little emergency lights or something on the walls, but the actual gameplay area is lit with normal white lights.

IMO that sounds like a job for switchable model skins, a world-space glow sprite, and fancy particles, with no actual difference in VRAD lighting.