Lasers using the lightpack?
by JohnT · in · 05/10/2005 (10:42 am) · 7 replies
Just wondering if anyone out there has tried to create a laser that would be able to illuminate objects using the lightpack, such as a laser sight.
Would using a spotlight be the best approach or is this not possible?
Thanks for any help you can offer!
Would using a spotlight be the best approach or is this not possible?
Thanks for any help you can offer!
About the author
#2
05/11/2005 (6:32 pm)
What were the lights on the flying machine in the warzone demo? Part of the DTS model?
#4
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3917
and then use his flashlight tutorials to actually make the light.
And with the lighting pack, the flashlight/laserlight will light up things just as well as any other sg dynamic
light.
Then you could modify his code to make lots of little lights along the laser path if you actually wanted the beam to emit light? No maybe that's a silly idea...
05/23/2005 (5:28 am)
Probably your best bet would be to use Robert's other tutorial for the beamhttp://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3917
and then use his flashlight tutorials to actually make the light.
And with the lighting pack, the flashlight/laserlight will light up things just as well as any other sg dynamic
light.
Then you could modify his code to make lots of little lights along the laser path if you actually wanted the beam to emit light? No maybe that's a silly idea...
#5
All joking aside, is there a way to light up the beam using the flashlight tutorial? I believe that it would give it the realistic look that I'm after.
John T.
05/24/2005 (9:14 am)
I was able to get the laser tutorial and the flashlight tutorial to work in my code and the effect is very good in short busts as a weapon, but creating a static beam as would be the case with a laser pointer unfortunately does not look very realistic.All joking aside, is there a way to light up the beam using the flashlight tutorial? I believe that it would give it the realistic look that I'm after.
John T.
#6
Modify the flashlight tutorial to as well as making one small light at the point of intersection,
make multiple point lights along the path of the flashlight that are low in intensity but have large radii.
Would that do it?
05/24/2005 (10:34 am)
Well, would my idea not work for that?Modify the flashlight tutorial to as well as making one small light at the point of intersection,
make multiple point lights along the path of the flashlight that are low in intensity but have large radii.
Would that do it?
#7
The flashlight resource works really well, you can use that for the laser spot on the walls and the characters - then just add a short static beam coming from your weapon's scope, make sure it's setup as self-illuminating (in you modeling app) and that it's texture fades out the farther the beam is from the gun (using the texture's alpha channel, similar to the shotgun in Q3). That should look really good.
-John
05/24/2005 (11:58 am)
Hi John,The flashlight resource works really well, you can use that for the laser spot on the walls and the characters - then just add a short static beam coming from your weapon's scope, make sure it's setup as self-illuminating (in you modeling app) and that it's texture fades out the farther the beam is from the gun (using the texture's alpha channel, similar to the shotgun in Q3). That should look really good.
-John
Torque Owner John Kabus (BobTheCBuilder)
You can only use spotlights for static lighting, so your best bet would be to use a volume light object for the beam, which will give you a very cool light effect that points towards the target. There's no direct support for mounting lights to objects, because TGE can only mount ShapeBase or ShapeBaseImage derived objects to other objects, but there are alternatives you could try out.
-John