#Making a light fade out

1 messages · Page 1 of 1 (latest)

stiff sky
#

Hello. I want to make a light that suddenly appears, making the whole map white bright and then gets progressively less intensive until it goes dark. To simulate the flash from a nuclear explosion.

Any tips on how can I do it? Thanks!

frank dagger
#

Light_spot is what I would use, but remember that naming lights is expensive. Use carefully

#
Constant 6000
fov_inner 75
fov_outer 90
#

Should be hella bright

stiff sky
#

I do not seems to have the "fov_inner" and "fov_outer" options

gritty hawk
#

Because you have Localized Property names due to SmartEdit

It's the

Inner (bright) angle
Outer (fading) angle
Properties

stiff sky
#

this is how bright it gets and the light does not fade out. I was looking for a pitch white effect

frank dagger
fervent wharf
#

light_dynamic functions like that

#

except that would probably be extrodinarily expensive

#

so i would avoid at all costs

#

i say increase the bloom a little bit to get that effect a bit

#

with env_tonemap_controller

stiff sky
#

thanks! I'll try that out today!

marsh crane
#

Yea, a screen overlay entity seems way more suited here.

cunning mesa
#

@stiff sky.. i just found this tonight while looking for something else . . i havent used it,, but it seems to be what u are looking for - - - if it works,, it seems fairly simple.. you would just reverse the alphabetic sequence.. so z is fully bright and a is dark - - -i havent tested it or tried to use it myself yet, by the way

stiff sky
#

So I ended up using a tone map controller to give a bit of an effect and also the screen overlay entity (still searching for a good overlay)

stiff sky
#

Also, even with a lot of brightness and quadratic, the light entity still doesn't make up for the very strong white lighting effect I want. That solution would be Ideal if I could achieve that and control the sequence timing

cunning mesa
#

i think you want the flashbang sort of effect

#

overwhelming blinding brightness that fades

stiff sky
#

yhea exactly like the flashbang, doesn't have to be completely white but close to it

cunning mesa
#

yeah,, also i think,,from memory of some 3kliks videos,, even iif you make light super intense,, they sort of dont really have that whitout effect . .
good luck with it,, certainly feel free to tag me in any posts about it in the future..
Ill also have a think about it and play around when i get time.

stiff sky
cunning mesa
stiff sky
#

The sequence worked perfectly, the only problem is as I set the light to "Initially dark" when I turn it on (when the explosion occurs) it is in random places of the sequence (I believe the sequence starts as soon as the entity spawns in the map)

#

my objective would be always starting in "z" but sometimes it in "g" or "n" or "t", for example

cunning mesa
# stiff sky The sequence worked perfectly, the only problem is as I set the light to "Initia...

hey i got around to trying this out..
Intially it didnt work,, but then i named the light . .
after that it worked,, even though i didnt specifically use the name in any IO scripting .
i made one light , , just using reverse alphabet as the custom appearance string . .it was a bit 'steppy' . and i detected some vertical sync issues when i moved around..
I then copy pasted a second light (no name or value change) , ,and now its smooth>

#

the brightness could be altered and the alphabetic string could be varied too..
Im sure some "bright spark" could figure out how to trigger this using IO

stiff sky