So to be blunt, I want neon lights that change color when a certain event is triggered. Specifically when the bomb is planted in CSGO. I've already got the bombsite with a output ready and waiting, but i need to figure out the best way of doing the lights.
Ive made a self illuminating texture and it works well, but I'm not sure if it would be good to use that [I guess have the texture illumining, then on bomb plant kill those brushes, and replace them with the 2nd color brushes; not sure if that would illuminate properly]. Is there a good way to make a neon light effect using entities? I can't seem to get the lighting to look the same. Someone told me i could use sprites but would that even look right?
Edit: Lights like this that would change color to red when the bomb is planted
[img]http://www.homeizea.com/wp-content/uploads/2012/09/Ultra-Modern-Hotel-Rooms.jpg[/img]
Hmm, could try making white neon light textures, then colouring them via 'Color' rendering option, for the lights themselves its a little more tricky though without inflating the filesize and rendering time.
[QUOTE=Demolitions2;47031582]
Ive made a self illuminating texture and it works well[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Env_texturetoggle[/url]
[QUOTE=Spherix;47032177][URL]https://developer.valvesoftware.com/wiki/Env_texturetoggle[/URL][/QUOTE]
Will this show the right colors when toggled? On the same wiki regarding glowing textures, it states that brush entities with a glow texture may have strange errors, like the lighting staying static even if the producing brush is moved [or in this case deleted/ changed]
I haven't a clue. Give it a shot as it's easy enough, update the wiki with results :)
[QUOTE=Spherix;47033177]I haven't a clue. Give it a shot as it's easy enough, update the wiki with results :)[/QUOTE]
Couldn't get it to work. From my understanding it doesnt use 2 textures, it uses a single texture with two frames. So that means it uses the same radiosity settings [same color light] even after the color is changed. Not sure if there is a way around that.
Also tried using a func_brush that is killed when a button is pressed, but the light still shows in the same place, even after the source is killed.
[QUOTE=onebit;47034911]You can't name lights in csgo, so what did you turn off?
[img]http://i.imgur.com/W3trZ1l.jpg[/img][/QUOTE]
Func_brushes with a glowing texture on the one side. So it output light from that side, but when the brush was toggled the light stayed there.
[QUOTE=onebit;47035350]csgo only has dynamic light from the skybox[/QUOTE]
Well plan B then. Just going to make textures that fade from the neon color to alpha, and fake the neon lighting :v:
[QUOTE=onebit;47033683]Sprites can't have names, so I think a toggling brush is the way to go. Just use two brushes if texturetoggle doesn't work.[/QUOTE]
Sprites can't have names? I've made sprites changes textures via texturetoggle before.. I don't have the SDK in front of me, but if the option isn't there by default, just give it a targetname with smart edit off. Works fine in CS:GO at least.
[QUOTE=onebit;47040092]Just doublechecked, they can't have names.
[t]http://i.imgur.com/Rvsb8uD.jpg[/t][/QUOTE]
Lights can be named though. I just did it. Havent tested if outputs work on it.
[QUOTE=onebit;47040092]Just doublechecked, they can't have names.
[t]http://i.imgur.com/Rvsb8uD.jpg[/t][/QUOTE]
Flags -> Start On
usually helps.
[video=youtube;d7_4obctLm0]http://www.youtube.com/watch?v=d7_4obctLm0[/video]
ignore the music :>
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