#Making a light fade out
1 messages · Page 1 of 1 (latest)
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
Because you have Localized Property names due to SmartEdit
It's the
Inner (bright) angle
Outer (fading) angle
Properties
this is how bright it gets and the light does not fade out. I was looking for a pitch white effect
You can always just use an en_fade too
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
thanks! I'll try that out today!
Yea, a screen overlay entity seems way more suited here.
@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
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)
this is a great Idea, the problem is that I dont have control over when the pattern starts. As I want to trigger this at a specific timing sometimes It starts in the middle of the sequence
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
yeah,, i know what u are saying
i think you want the flashbang sort of effect
overwhelming blinding brightness that fades
yhea exactly like the flashbang, doesn't have to be completely white but close to it
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.
Thanks!!! Btw idk if I explained correctly, but your suggesting for the fade effect worked!
umm,, wait i though u said it was random start point,, did u get to control it ?
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
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
The "Steppy" part can be fixed by adding more times the same letters, I've tried that