Point_spotlights on fluorescent light fittings

Discussion in 'Mapping Questions & Discussion' started by x6herbius, Feb 7, 2010.

  1. x6herbius

    aa x6herbius

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    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.
     
  2. Mr.Late

    Mr.Late L7: Fancy Member

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    1. It looks weird
    2. You could use func_dustmotes, but they don't look really good. You should test them though.
     
  3. Tapp

    Tapp L10: Glamorous Member

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    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.
     
  4. Lancey

    aa Lancey Currently On: ?????

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    Just use env_sprites instead.
     
  5. x6herbius

    aa x6herbius

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    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
     
    Last edited: Feb 7, 2010
  6. Pocket

    aa Pocket func_croc

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    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.