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Bigblack40   Posted 27th Jan 2008 11:07pm
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Post 780 / 1150

I was just Wondering if Creating Volumetric lighting is possible by using Partical emitters??, So far i have a Window with white behind it to give it the bright light look and then i have a Circular spot light going from the Window to the floor to show how far the light is shining threw the window
   
D2k   Posted 28th Jan 2008 12:17am
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Post 1495 / 1923

I believe the best and fastest way to do a volumetric light area in RF is to use a mover brush with a transparent texture and no player colide enabled. Then use goobers little trick to get transparency working on it. You might have to crank down the transparency level until bullets pass through it... Rockets are a different matter though, not sure if those will even pass through.

Making volumetric lights and overriding items in RF that are never used can be the safest way to garuntee that it works properly. however i strongly advise you do not get in the habbit of overriding meshes.
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KERPAL   Posted 28th Jan 2008 1:12am
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Post 972 / 1353

I actually remember there being a tutorial about this on redtech website.
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Bigblack40   Posted 28th Jan 2008 2:28am
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Post 782 / 1150

Quoting KERPAL
I actually remember there being a tutorial about this on redtech website.


Ah yes there is one on there thanks
For those playing at home http://redtech.rededitor.net/index.php?option=com_content&task=view&id=78&Itemid=3
But ill have to tone down the light as my light is from a natural sun not a Portable Light
   
Assman15    Posted 28th Jan 2008 2:32am
Post 1049 / 2085
there are a couple pre-built volumetric lights in RED, but they are much too large to be used in anything practical. If only RF had the ability to scale meshes like UT games.
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