Think i posted this in the wrong place originally, so i hope someone can help!
Hey everyone!
I'm having some issues with lights, I'll just explain what I'm doing and I'm sure you'll all realise the problem from that!
I want to make a 'metal detector' that when you walk through it it sets off an alarm. I wanted to make all the sectors turn red, have a few respawns and a couple of walls close down. I also have made a switch to change everything back to normal.
The problem I'm having is getting the lights to change when the touchplate is activated.
Now i dont know if its actually possible, but if not, why not!!!?!??!
If anyone knows how to do it then great! If not im open to alternative ways to go about it.
Thank you for any help!
Steve-o
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How do you make touchplate activated lights?
#1 Posted 26 March 2010 - 03:43 AM
#2 Posted 26 March 2010 - 04:08 AM
I don't know if this could help or if you've already tried it but it might be a suitable alternative if you can get it working; the close door room lights SE 9.
Here are some links that explain how to do it if needed.
http://infosuite.dukerepository.com/index....age=ae_doors_d4
http://infosuite.dukerepository.com/index....rences_tags#SE9
Here are some links that explain how to do it if needed.
http://infosuite.dukerepository.com/index....age=ae_doors_d4
http://infosuite.dukerepository.com/index....rences_tags#SE9
#4 Posted 26 March 2010 - 03:57 PM
it didnt work.... how frustrating.
i would upload my .map, but its not letting me.
hope someone else can possibly shed some light here!
otherwise i might just make some walls come down with warning messages on or something.... i dunno.
i would upload my .map, but its not letting me.
hope someone else can possibly shed some light here!
otherwise i might just make some walls come down with warning messages on or something.... i dunno.
#5 Posted 26 March 2010 - 07:15 PM
quiksteven, on Mar 27 2010, 10:57 AM, said:
hope someone else can possibly shed some light here!
Was that ment to be a joke XD
#6 Posted 26 March 2010 - 11:14 PM
There is another way you can do it using the power hungry polymer renderer: You can put in some red spotlights behind some small ceiling doors in the walls or something. The doors would be initially blocking the light from entering the room, but when you activate the touchplate, the doors open and the red light floods in
Did I explain that well enough?
Did I explain that well enough?
#7 Posted 28 March 2010 - 01:45 AM
@Lunick
lol sadly yes, im a loser
@Micky C
That sounds like a good alternative, but i dont have a clue about it! Is the polymer renderer that check box in eduke while it starts up? Also where are the spotlights?? I've never used them. I could make small insertions in the walls near the ceiling that open when the touchplate activates, spot lights shine out, fingers crossed some red light!
lol sadly yes, im a loser
@Micky C
That sounds like a good alternative, but i dont have a clue about it! Is the polymer renderer that check box in eduke while it starts up? Also where are the spotlights?? I've never used them. I could make small insertions in the walls near the ceiling that open when the touchplate activates, spot lights shine out, fingers crossed some red light!
#8 Posted 28 March 2010 - 02:47 AM
Here are some instructions I've pretty much copied and pasted from another part of the forum:
PLACING POLYMER LIGHTS IN MAPSTER
To see lights in mapster, open up the console and type "setrendermode 4" without quotation marks then exit and pres " 'x ".
To edit most of these options you need to highlight the SE and press F8 in 2D mode.
SE 49 = point light
A SECTOREFFECTOR with lotag 49 is a point light.
HITAG = light distance
The HITAG of the SE is the maximum distance, in build units, that the light will travel. Note that it is impossible to enter a number higher than 65535.
XVEL/YVEL/ZVEL = RGB values
To edit these, press F8 on the SE in 2D mode, then select them and type in numbers. Numbers should be in the range 0-255
TRANSPARENCY = priority
a solid sprite is a high priority light, press T once (33% transparency) for lower priority, again (66%) for lowest priority
SE 50 = spot light
light distance, color and priority are as above
ANGLE = LIGHT ANGLE (duh)
SHADE = width
shade values are between -127 and 127, each gives a different width....experiment
EXTRA = horiz (up/down angle)
set EXTRA by pressing 'M on the sprite. 100 is straight ahead, higher positive values angle up, and values lower than 100 (including negative values) angle the light down.
Also, changing the OWNER member for the spotlight to a number eg 300 will make it project the texture of tile 300.
If you want, and can wait until friday, I'll make a sample map showing what I think you're trying to do.
PLACING POLYMER LIGHTS IN MAPSTER
To see lights in mapster, open up the console and type "setrendermode 4" without quotation marks then exit and pres " 'x ".
To edit most of these options you need to highlight the SE and press F8 in 2D mode.
SE 49 = point light
A SECTOREFFECTOR with lotag 49 is a point light.
HITAG = light distance
The HITAG of the SE is the maximum distance, in build units, that the light will travel. Note that it is impossible to enter a number higher than 65535.
XVEL/YVEL/ZVEL = RGB values
To edit these, press F8 on the SE in 2D mode, then select them and type in numbers. Numbers should be in the range 0-255
TRANSPARENCY = priority
a solid sprite is a high priority light, press T once (33% transparency) for lower priority, again (66%) for lowest priority
SE 50 = spot light
light distance, color and priority are as above
ANGLE = LIGHT ANGLE (duh)
SHADE = width
shade values are between -127 and 127, each gives a different width....experiment
EXTRA = horiz (up/down angle)
set EXTRA by pressing 'M on the sprite. 100 is straight ahead, higher positive values angle up, and values lower than 100 (including negative values) angle the light down.
Also, changing the OWNER member for the spotlight to a number eg 300 will make it project the texture of tile 300.
If you want, and can wait until friday, I'll make a sample map showing what I think you're trying to do.
#9 Posted 28 March 2010 - 04:25 AM
ah dude that would be sweet!
I've attached my map as is, just needs renaming to .map as it wouldnt let me upload a .map file.
Would be good to get a little critque for how its going so far, although i know the lighting is a bit poor!
upload_crash.txt (127.96K)
Number of downloads: 144
ty for your help btw dude, its is very appreciated.
I've attached my map as is, just needs renaming to .map as it wouldnt let me upload a .map file.
Would be good to get a little critque for how its going so far, although i know the lighting is a bit poor!
upload_crash.txt (127.96K)
Number of downloads: 144
ty for your help btw dude, its is very appreciated.
#10 Posted 28 March 2010 - 06:11 AM
quiksteven, on Mar 29 2010, 01:25 AM, said:
I've attached my map as is, just needs renaming to .map as it wouldnt let me upload a .map file.
Why didn't you put it in a "zip" file then?
#11 Posted 28 March 2010 - 09:16 AM
You have to place a Sector effector lotag 8, hitag X in where the lights are supposed to turn on/off and then make somewhere in the map a raising door sector lotag 20 place an activator sprite lotag Y and place another SE lotag 8 hitag X. Then, put a touchplate where you want to trigger the effect when the player walks over the sector and make it lotag Y hitag Z. IT WORKS, I´VE USED IT IN MY MAPS.
X is any value shared by both SE8 sprites hitag but not used by any other effect
Y is any value shared by the activator´s and the touchplate´s lotag.
Z:
0= the touchplate will be activated every time the player walks over the sector
0< the number of times the activation will be performed. 1 = once.
X is any value shared by both SE8 sprites hitag but not used by any other effect
Y is any value shared by the activator´s and the touchplate´s lotag.
Z:
0= the touchplate will be activated every time the player walks over the sector
0< the number of times the activation will be performed. 1 = once.
#12 Posted 28 March 2010 - 09:30 AM
@The Commander
i have no idea, i guess im a bit of a douche sometimes lol
@Gambini
dude i could kiss you! (but i aint gonna, that would be gay)
i have no idea, i guess im a bit of a douche sometimes lol
@Gambini
dude i could kiss you! (but i aint gonna, that would be gay)
#13 Posted 28 March 2010 - 09:41 AM
ah sorry gambini but i know what you meant now. I need something that changes the colour of the lights.
The only way ive seen this being done is with a switch, but i need a touchplate to activate it
The only way ive seen this being done is with a switch, but i need a touchplate to activate it
#14 Posted 28 March 2010 - 01:29 PM
And have you already tried making those SE8 sprites the pal you want the sector turn to? I´m not sure but it could work.
#15 Posted 28 March 2010 - 01:32 PM
ah, and funnily enough your upload_crash map makes mapster crash when loading...
Try uploading it again in a rar file.
Try uploading it again in a rar file.
This post has been edited by Gambini: 28 March 2010 - 01:32 PM
#16 Posted 28 March 2010 - 01:59 PM
You could always extrapolate the lights to trigger using two-way trains. This is a complex effect that's used in a lot of the more modern Build maps. You might have to look at the instructions on how to design a two-way train for more info.
#17 Posted 28 March 2010 - 11:51 PM
@gambini
Sadly changing the palette didnt work. oh and sorry about my upload, fail! I've attached another one for you
car_crash_01.rar (26.08K)
Number of downloads: 118
@The Mighty Bison
I have no idea how that works, but i do know about 2 way trains! Theres one on the map ive uploaded. If thats possible for changing light colours then sweet!!!!
Sadly changing the palette didnt work. oh and sorry about my upload, fail! I've attached another one for you
car_crash_01.rar (26.08K)
Number of downloads: 118
@The Mighty Bison
I have no idea how that works, but i do know about 2 way trains! Theres one on the map ive uploaded. If thats possible for changing light colours then sweet!!!!
#18 Posted 29 March 2010 - 12:43 AM
I took the liberty of downloading then putting in the polymer light itself. I hope you don't you mind (I feel like I've violated it or something) but it's just an example of what you could do. You'd probably want to change it around a bit, and if you mast the wall in front of the light (with is emitted by the SE 50), the wall will cast shadows which will look good.
You might even want to use polymer lights for the rest of your map. Oh and I had a quick play-though, it's not bad considering it isn't finished. At risk of going off-topic, how many maps have you made?
You might even want to use polymer lights for the rest of your map. Oh and I had a quick play-though, it's not bad considering it isn't finished. At risk of going off-topic, how many maps have you made?
Attached File(s)
-
car_crash_withlight.rar (25.4K)
Number of downloads: 108
#19 Posted 29 March 2010 - 01:02 AM
Micky C, on Mar 29 2010, 09:43 AM, said:
I took the liberty of downloading then putting in the polymer light itself. I hope you don't you mind (I feel like I've violated it or something) but it's just an example of what you could do. You'd probably want to change it around a bit, and if you mast the wall in front of the light (with is emitted by the SE 50), the wall will cast shadows which will look good.
You might even want to use polymer lights for the rest of your map. Oh and I had a quick play-though, it's not bad considering it isn't finished. At risk of going off-topic, how many maps have you made?
You might even want to use polymer lights for the rest of your map. Oh and I had a quick play-though, it's not bad considering it isn't finished. At risk of going off-topic, how many maps have you made?
ah dude dont feel bad, thats brilliant that you've taken the time to help!! defo not violated lol
bar it being off topic, this is my first map since coming back to build (sorry, mapster now)
ty for comment on it tho, makes me
Just gonna go have a look at this map.....
#20 Posted 29 March 2010 - 08:33 AM
i tried running that map and it seems that polymer lights do not work on my laptop, which is annoying.
Can someone direct me to a post regarding this? Rather annoying after all this.....
(just in case someone asks, my graphics card is shite! It is: Mobile Intel® 945GM Express Chipset Family x 2 i believe)
Can someone direct me to a post regarding this? Rather annoying after all this.....
(just in case someone asks, my graphics card is shite! It is: Mobile Intel® 945GM Express Chipset Family x 2 i believe)
#21 Posted 29 March 2010 - 01:33 PM
What do you mean a post regarding this? Unfortunately the only way you'll be able to run polymer is to get a new graphics card, preferably nVida. Intel integrated mobile chipsets don't have a liztrooper's chance against Duke of running it.
I did make a video of it running on my computer so you can get the idea of what it could look like. (I have a nVidia Geforce 9800 GT and there was a bit of lag) http://www.youtube.c...h?v=vwFGHSuV8Nw
I did make a video of it running on my computer so you can get the idea of what it could look like. (I have a nVidia Geforce 9800 GT and there was a bit of lag) http://www.youtube.c...h?v=vwFGHSuV8Nw
#22 Posted 29 March 2010 - 05:10 PM
The way Micky C suggests is good if you´re aiming to a polymer map, which doesnt seem to be the case. There has to be a way to make that thing to work. I guarantee. Unfortunately i don´t have the time to research how to do it right now.
Question: is that thing supposed to be activated only once? if so, there are even more chances of making it work.
Question: is that thing supposed to be activated only once? if so, there are even more chances of making it work.
#23 Posted 01 April 2010 - 08:48 AM
dude that video looked amazing! damn my crappy crappy laptop
im gonna have to re-work it some how so that it doesnt have the lights. sadly i'll probably have to use them crappy red lights for the fire engines!
And the effect happens once (activates via touchplate) then you can disable it to leave the building via a switch.
damn i hate my laptop right now....
im gonna have to re-work it some how so that it doesnt have the lights. sadly i'll probably have to use them crappy red lights for the fire engines!
And the effect happens once (activates via touchplate) then you can disable it to leave the building via a switch.
damn i hate my laptop right now....
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