vis1 wrote:I went to #darkplaces on irc.anynet.org, and asked Lord Havoc about the possibility of moving lights. I am not sure if I understood him correctly, but he seemed to say that it is possible to have a func_train which emits light. I think he suggested that the method was that in among the group of brushes that use a particular func_train entitity, one of them should have the common/origin texture. And somehow this could be used to make light emit from that point. I tried to ask him to explain further, but he must have been preoccupied or uninterested.
Did you even try? This should work fine...
Of course just because it is possible in the darkplaces engine, i guess it doesn't mean its possible in Nexuiz.
No, it should work perfectly in Nexuiz. Unless the engine feature for that is broken, I have no idea if it actually works.
I wonder if it is possible that nexuiz could be improved in the future by supporting the case, where if I draw a func_train with a shader texture that emits light using q3map_surfacelight, that when the train moves, the surfacelight produced by its brushes, moves with it, instead of sitting in the initial position of the train? Perhaps I should post a message about this in the development section of these forums...
The game code cannot know if an entitiy contains a light emitting texture.
Lord Havoc also stated that it should be possible to having moving world lights, if you wrote some quakec code to provide suitable new entities to use in gtkradiant. I suppose that means writing a suitable mod for nexuiz.
Possibly - but why if you can do it using dynamic lights? Did you even try?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again
You can vary the number of "MS", so you can clearly see it's MS which is causing it.