kherman@Posted: Sun Aug 08, 2004 2:04 am :
Can someone do a quick explanation on these? I am having a hard time understanding how to aim the lights properly. I can aim in a direction, I just have a hard time making the light "perfect".



Njal@Posted: Sun Aug 08, 2004 3:51 am :
What exactly do you want to know?
You aim it by rotating and moving it and you control the spread of the light with the 3 size values in the light entity options (J) or whatever you want to call it.



BNA!@Posted: Sun Aug 08, 2004 7:30 am :
How to position projected lights:

- make a light
- hit "j" to open the light inspector
- make it a projected light
- close the light inspector
- select the light (if deselcted) and use alt + lmb to drag the pink control points around
- change the viewports to move the different control points around
- if you can't then deselct and reselect the light, usually works



kherman@Posted: Sun Aug 08, 2004 2:45 pm :
Thanks for the responses. I gues the control points are getting to me. It's hard to make them aim "evenly" at a surface if you start toying with them. And the 2D area doesn't make it easy to remedy the problem.

Also, when you press J and hte window pops up, the projected lights have 12 values you can set. I am assuming those are never touched and the control points are the only real way to set up projected lights. Is this true?



Coolbreeze78@Posted: Sun Aug 08, 2004 2:52 pm :
Thats not entirely true... my friend and I started playing with these controls ... they are pretty simple ... cant see them atm cause Im in hell but ill try and remember...

I know there were 3 different options ... one controls the aim of the light..with XYZ or left/right, forward/backward, up/down. Another controls the cone of the light I beilive and the last one controls the depth or how far the light shines ... these may not be exactly right cause I cant see it right now but play with them in the editor and then push F7 to update what it looks like in the 3d render view...

Hope that helps...



DaZ@Posted: Sun Aug 08, 2004 5:26 pm :
the onlyt other useful values there are the explicict start/end points.

these allow you to control where the light starts and stops lighting the level along its trajectory. have a play and u will see what i mean



Unoid@Posted: Sun Aug 08, 2004 7:50 pm :
I feelt he pain of getitng projected lights to shine like we logicly think they should.

Quake2 mapping was so much easier, making a light ent and a info_target and linking the light to the target, then you give the radius and other Light properties.

The d3 way is a ton harder to get the same easy results. I've been playing around and projected lights simply suck. I'll make a good description with pics soon as to show how hard it is.



BNA!@Posted: Sun Aug 08, 2004 8:01 pm :
Unoid wrote:
The d3 way is a ton harder to get the same easy results. I've been playing around and projected lights simply suck. I'll make a good description with pics soon as to show how hard it is.


They don't suck - they're plain awsome.

Only a poor craftsman blames his tools.



kherman@Posted: Sun Aug 08, 2004 9:04 pm :
BNA! wrote:
Unoid wrote:
The d3 way is a ton harder to get the same easy results. I've been playing around and projected lights simply suck. I'll make a good description with pics soon as to show how hard it is.


They don't suck - they're plain awsome.

Only a poor craftsman blames his tools.


But a craftsman still gets mad at a stripped screw once in a while.



BNA!@Posted: Sun Aug 08, 2004 9:15 pm :
kherman wrote:
But a craftsman still gets mad at a tripped screw once in a while.


:)



weedje@Posted: Sun Aug 08, 2004 9:44 pm :
Ahhh, thats so cool, thanks for the info BNA! ! :)