Recreating the hanging lights in de_prodigy

N

Neo Mara

Guest
I've made a swinging light with a light_dynamic attched to it, but I can't get the light effect to look like it does in prodigy, with the light being visible in the air. My light is only visible when it's cast onto the ground and I can't seem to change it. Am I attaching the wrong entity to the prop?
 
i dont know if this is it but i think you must have some dust or fog so that those particles reflect the light.
 
i think it was called a point_spot or something to give a spotlight effect in the air.
 
My guess?

Create a prop_physics with the model of the lampshade, create a point_spotlight inside the lampshade and parent it to the lampshade, and set the right parameters for it.

Then, create a wire, a move_rope on the ceiling, and a keyframe on the lampshade, and parent that keyframe to the lamp. Then, create a phys_lengthconstraint on the lamp, and attach the origin to the rope on the ceiling, and set as Entity 1 the lamp. Done.

Not sure if this is completely accurate.
 
Yup, that was it. point_spotlight instead of the light_dynamic I was using. I guess I'm just too much of a Hammer nub to understand why it's a point_ instead of a light_. Thanks for the help.
 
Do you guys know how to get that floaty dust effect too? I've been trying to figure that one out for a little bit.
 
Create a block around the light, cover it in the NODRAW texture..tie it to entity func_dustmotes, figure about with properties :)
 
Whenever i shoot my light it goes CRAZY. The light will actually swivel in circles around the end of the rope. the rope will move, but it seems like the lamp has too little mass or something....but i'm not sure what mass multiplier to give it. Can anyone give me a tip?
 
Some of the lights in dust where used fading textues for the "cone of light" like the light in the vent with the rotating fan.
As for the weight, just keep testing, it will probably take a pretty large number, try 10 or 15 to start, and go from there.
 
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