The problem with shadow based things is the code which tells you what colour light is shining on a point is entirely clientside, so the only acceptable place you could possibly have a dynamic light based system would be in singleplayer.
You should add a menu to the Options tab in the spawn menu where you can add objects for the hud to track to a list or something
(I made it track players and props by adding "prop" and "player" to the tracking script, which gets annoying on build servers >>)
also add a checkbox to the menu for tracking the velocity of the objects
[QUOTE=Lexic;18357037]The problem with shadow based things is the code which tells you what colour light is shining on a point is entirely clientside, so the only acceptable place you could possibly have a dynamic light based system would be in singleplayer.[/QUOTE]
Do non-dynamic light entities still exist in the map after it's compiled, or do they get removed? I assume the latter, but if not you could probably work something out with occlusion traces to each nearby light.
They're removed.
Light entities would have to stay in the map (or at least some form of them) for model lighting to work (physical props, player models, etc.)
[QUOTE=TheDecryptor;18362679]Light entities would have to stay in the map (or at least some form of them) for model lighting to work (physical props, player models, etc.)[/QUOTE]
The light entities are removed (dynamic lights are left though since they can get parented to stuff and be killed/spawned on the fly).
Try it yourself.
[lua]
print( "number of lights: " .. #ents.FindByClass( "light" ) )[/lua]
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