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FPSC Classic Models and Media / Swinging lights

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nackidno
17
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Joined: 3rd Feb 2007
Location: Där solen aldrig skiner
Posted: 8th Apr 2007 12:24
Is there someone here that knows of any swinging lamps? I am supposed to make the light follow the motion of the lamp, if you don't understand this crapy description, ask again.

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Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 8th Apr 2007 15:51
I dont think that is possible in FPSC...

It would be great if you can have one.
Screwed Over
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Location: nowhere and everywhere
Posted: 8th Apr 2007 16:58
unless you somehow manage to get a light to follow a way point then no, its not possible

best of the rest!
nackidno
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Location: Där solen aldrig skiner
Posted: 8th Apr 2007 17:03 Edited at: 8th Apr 2007 17:09
Quote: "unless you somehow manage to get a light to follow a way point then no, its not possible"


That's a good idea, i will test it then.

EDIT : I didn't work, oh well..It was worth a try, thank you Screwed Over for the tip

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KeithC
Senior Moderator
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Location: Michigan
Posted: 8th Apr 2007 17:13
You would have to give the light a single bone for the animation (unless you use vertex animation?). Then create some sort of script that will attach the light to the models animation sequence. I imagine it could be done though.

-Keith

BULLSHOCK 2
Retired Moderator
19
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Joined: 14th Jun 2005
Location: Shocking Bulls
Posted: 8th Apr 2007 18:58
as far as im aware, all lights have static positions, even dynamic lights.

im 90% sure that this isnt possible in the current build of FPSC, but i will search around and find out.


http://www.seqoiagames.com/seqoiacorp/
Inspire
17
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 8th Apr 2007 20:09
The only reason it couldn't happen is the fact that when you place a light and build game, the lightmaps are built, and you can't get the lightmaps to move. With a switch, it just toggles two lightmaps.

Nomad Soul
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Location: United Kingdom
Posted: 8th Apr 2007 22:02
Moving lights in FPSC is totally possible

If you want a ready made example then purchase model pack 2 from the TGS website, otherwise you'll need to follow Keith's advice and make a dynamic animated entity with a single bone, then create a UV map for it with a transparent light emitting from the object in the texture map.

Then in the objects .fpe use 'illuminationent.fx' in the effect field.

You can change the amount of swing with the animation bone in a modelling tool and the range / style of emitting light by changing the scale of the entity / amending the texture map in a paint editing tool. For the example in model pack 2 this would be 'searchlight_d2.dds' and 'searchlight_I.dds'.

The only thing you can't have currently is unified light and shadows for dynamic objects so you won't get any lightmapping or shadow mapping occuring from the light source as this is burned in to the environment for static objects during build.

However, until light and shadows can also work for dynamic objects you can still achieve the desired result.

Screenshot attached

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Nomad Soul
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Posted: 8th Apr 2007 22:05
And a video to demonstrate that the screenshot is not a fake

All the best

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Red Stone Games
17
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Joined: 11th Feb 2007
Location: FPSC
Posted: 8th Apr 2007 22:49
Nice Dude

AaronG
17
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 9th Apr 2007 04:14
well, you can animate the lamp swinging.
And...not sure what you mean about the second part.
you want the light (on the floor,etc. to follow it?)
just...make a plane below the lamp in a 3d editor, like milkshape, giving it only like 2 polys, texture it a see through white (transparent-like smithos flashlight crosshair)and animate it to swing with it...Idk. Just an idea. I might try this myself later.


-AaronG


Whispers-A medieval fantasy game coming soon, by Axifer Designs.
nackidno
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Location: Där solen aldrig skiner
Posted: 9th Apr 2007 09:54
Like in F.E.A.R when you shoot a lamp it starts swinging and the light on the florr or wall as well.

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Smitho
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Location: Blackpool, England
Posted: 9th Apr 2007 12:45 Edited at: 9th Apr 2007 12:46
Quote: "Like in F.E.A.R when you shoot a lamp it starts swinging and the light on the florr or wall as well.
"


No chance. I know you only joined recently, but you are expecting way too much from an otherwise fairly simple engine.

nackidno
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Posted: 9th Apr 2007 12:59
Aawww...Anyway, thanks for the information!

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Smitho
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Location: Blackpool, England
Posted: 9th Apr 2007 13:41
In fact... The only way I can think about doing it, making the swinging animation instead of destory animation. Normally where the destory animation would be, you could animte it to swing.. That may work, except the light wouldnt be projected correctly..

Disturbing 13
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Location: Murder Capital of the World
Posted: 11th Apr 2007 09:36
just my 2 cents- Possibly have a script running that turns lights off and on in sequence with the animation of the swinging light, positioned on the floor as so- OOOOO light1-5 , light 3 being the center and strait down light. SOmetimes if it cant be done, fake it, think outside the box
REDGA
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Posted: 12th Apr 2007 11:46
EDIT : I didn't work, oh well..It was worth a try, thank you Screwed Over for the tip
just script it!

open up the light script(or someones flashing light script)+follow waypoint no rotate to get a light to move along a waypoint

as for an entity you will have to animate it yourself i think
Slayer222
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Location: Wherever I feel like
Posted: 12th Apr 2007 23:38
Yes but the spotlights don't acuallt brighten the area
Slayer_2
Dreadfully Despized
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Location: Hutchinson, MN
Posted: 17th Apr 2007 14:04
even though they don't effect area. they could be used to animate emergency vehicles or hazards on cars

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