CONfetti for Polymer [RELEASE V1.11] "Control Polymer lights!"
#1 Posted 29 January 2013 - 07:47 AM
Ever wanted to turn Polymer lights on and off? Ever wanted them to flicker, rotate or tilt? Now it's possible! All you need is this CON supplement and you can build that underground rave you always wanted!
Shown in this video are some of the effects possible in V1.1;
How to use
There are more effects than in Version 1.0 and we'd be here all day. A html documentation is now included or you can read it at http://treason.dyndn...dna/control.htm
Enjoy and should anybody want anything else added let me know, it doesn't have to be lighting related, as long as it isn't too complicated, doesn't drastically alter gameplay or require new external resources (no art, sounds etc) - this isn't DukePlus and I don't plan on it ever resembling it.
Distribution is of course fine, bundle it with your maps or mods or whatever, just make sure my name stays at the top of the CON file and if you modify the CON file you should add your own name too.
Download
CONfetti_V1.11.rar (13.01K)
Number of downloads: 298
This post has been edited by High Treason: 31 January 2013 - 05:59 PM
#2 Posted 29 January 2013 - 05:08 PM
High Treason, on 29 January 2013 - 07:47 AM, said:
..........
To make it controlled by light switches put it in the desired sector and set up your sector lighting as usual, now make a note of the shade value of the sector's floor when the lights are off, it MUST be less than 64. Set the angle to this and the light will come on if the sector's floor is brighter than that shade, it will go off again if the floor is shaded to that value again.
I hope you plan to put this on the wiki!
Right now for reason only known to my computer deamon, I can't see any polymer lights, so I can't check it. Yet, your post reads that it is the kind of information mappers need.
This post has been edited by Hank: 29 January 2013 - 05:09 PM
#3 Posted 29 January 2013 - 06:04 PM
Try typing into the console;
r_pr_lighting 1
restartvid
As it may have been disabled by something a long time ago.
This post has been edited by High Treason: 29 January 2013 - 06:05 PM
#4 Posted 29 January 2013 - 06:18 PM
I have at least five tutorials on how to make a lights work in QuakeII; why not EDuke32?
Also, I think my own problems have something to do with the on going AMD fiasco.
#5 Posted 30 January 2013 - 03:48 AM
Edit: Wow, that travelling light was cool. I mean you could probably achieve something similar with a two way train, but I think that looks a lot better.
This post has been edited by Micky C: 30 January 2013 - 03:50 AM
#6 Posted 30 January 2013 - 11:18 AM
Three cheers for High Treason!
#7 Posted 30 January 2013 - 02:54 PM
Micky C, on 30 January 2013 - 03:48 AM, said:
I did not know you are an authority in educational literature; or where the additional information provided by High Treason is described any where on the current wiki.
You have no idea how sick and tired I am of this customary arrogance from the insider know it alls. Everything is simple once you understand it. The train of thought required to accept that an SE sprite functions for the illumination of the map and how to use the F8 command and how the XVELetc = RBG Value is not that self evident. It could be methodically explained. But since it is like so easy, hey, High Treason is right - why waste time with it.
#8 Posted 30 January 2013 - 03:15 PM
And btw I was agreeing with you that the explanations are just tucked away in an SE Effects Table, and that beginners who want to figure out how to make the lights might not realize they have to look there, so that we should perhaps have a page/section/paragraph somewhere easy to find. Once that happens, then maybe we can start adding additional explanations.
#9 Posted 30 January 2013 - 03:24 PM
In the case of controlling the lights, I could then just add that turning them on and off is currently impossible without using DukePlus or CONtrol and reading their corresponding documentations.
Edit: I have continued in what I believe to be the appropriate thread.
This post has been edited by High Treason: 31 January 2013 - 05:51 AM
#10 Posted 31 January 2013 - 05:02 PM
#11 Posted 31 January 2013 - 05:25 PM
This post has been edited by High Treason: 31 January 2013 - 05:26 PM
#14 Posted 15 February 2013 - 07:26 AM
High Treason, on 29 January 2013 - 06:04 PM, said:
Well there's this section solely meant for stuff like this. I think it would be a nice addition.
EDIT: Forgot to say awesome job! Looks really smooth too
This post has been edited by Daedolon: 15 February 2013 - 07:26 AM