There are two ways to do lensflares/coronas in Nexuiz. The first one is the oldschool way that uses a shader and a texture. You can take a closer look on how it's done on the map "pushme":
http://hagger.rbi.informatik.uni-frankf ... pushme.pk3
The shader (taken from the map above) looks like that:
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models/mapobjects/flares/Light_flare
{
deformVertexes autosprite
surfaceparm trans
surfaceparm nomarks
surfaceparm nolightmap
q3map_surfacelight 3000
cull none
{
map models/mapobjects/flares/light_flare.tga
blendFunc GL_ONE GL_ONE
rgbGen identityLighting
}
}
The important part is the line "deformVertexes autosprite" which tells the engine to let the texture always face in the direction of the player.
The second possibility to do coronas is using the rtlights in Nexuiz. The coronas then will only show if the player enables dynamic world lights of course.
To create those, start the ingame rtlights editor. Then spawn a light and edit the attributes for the corona.
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r_editlights 1
r_editlights_spawn
r_editlights_edit corona <value> (sth. like 1 seems normal)
r_editlights_edit coronasize <value> (sth. like 1 seems normal)
To edit the attributes of a specific light you need to focus it. The attributes then are visible in the upper right corner of your screen.
For more info on rtlights use
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r_editlights_help
And don't forget to save your rtlights with
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r_editlights_save
Your lights will then be saved in a yourmapname.rtlights file. Add it to your pk3 into the /maps folder and your done.
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