MasterJedi83 Posted May 14, 2002 Share Posted May 14, 2002 i know this have been explained before..but i really don't understand it...well here goes...i've read that the beam can't be found in JO...so some one has to use a beam tex... from quake 3..but i can't find it in quake 3...is there a way i can make it myself??? Link to comment Share on other sites More sharing options...
MasterJedi83 Posted May 14, 2002 Author Share Posted May 14, 2002 haha, disregard the " how " in the title..should've been ' About Light Beams ' Link to comment Share on other sites More sharing options...
FunClown Posted May 14, 2002 Share Posted May 14, 2002 You use the fx_runner entity. Point it to another entity by giving that entity a targetname, and the fx_runner a key: target value: targetname Next open up assets0.pk3 with winzip and search for an efx file that has something to do with beams. eg beam.efx. In the fx_runner entity type key: fxfile value: beam You also have to put in the folder name on many of them so it may look like this. key: env/beam or bespin/beam something like that, its only an example. Compile your map with at least a novis(nolight) and test it out. Link to comment Share on other sites More sharing options...
RichDiesal Posted May 14, 2002 Share Posted May 14, 2002 Depends what kind of beam you are talking about. The beam shader used in Quake3 (should be in common, I think?) is a halo of light that you put around the edges of lights to give a misty effect. If you can create a shader that gradually fades from yellow to transparent, that's what that is. The beam fx used in Quake 3 and in JK2 is a physical beam of light that shoots between two locations (like a big pole of energy that vibrates and pulsates and such). Which do you mean? Link to comment Share on other sites More sharing options...
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