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Difference between revisions of "How to edit real-time lights in FTEQW?"
From Quake Wiki
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− | To generate a custom | + | To generate a custom colored light around an edict (self) use: |
self.pflags = 2 (for glow on edict and models around it) or 128 (for glow on edict and all around it, models and brushes); | self.pflags = 2 (for glow on edict and models around it) or 128 (for glow on edict and all around it, models and brushes); | ||
− | self.color = 'R G B'; | + | self.color = 'R G B'; (the components' magnitudes give the corresponding color's intensity) |
− | self.light_lev = | + | self.light_lev = radius; |
Latest revision as of 20:30, 3 December 2022
To generate a custom colored light around an edict (self) use:
self.pflags = 2 (for glow on edict and models around it) or 128 (for glow on edict and all around it, models and brushes);
self.color = 'R G B'; (the components' magnitudes give the corresponding color's intensity)
self.light_lev = radius;
If you want the glow to vary, set
self.style = n;
For a custom variation choose n > 11 to not override lower values, which are already in use, and assign to n the variation you want by calling lightstyle(n, [string]); characters in the string encode luminosity in ascending order, 'a' being no luminosity, 'm' being default luminosity, and 'z' being max luminosity.
Note: Values for n ranging from 32 to 62 should be avoided as that range is reserved for assignments to switchable lights.