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Lighting problem

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Created 11 years ago
by HitmanVere
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So, bhmbob and I both have been wondering about this, so Im making this topic. Is there way to increase lighting on viewmodel and viewhands only and not the map itself? We both like the maps contrast, but guns are way too dark, so it would be useful, if there was way to increase lighting in viewmodels only
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Perhaps making the weapon skin a bit brighter so it is more visible.  I could not do this myself but there are glowing camos that could also be of some use.
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So, bhmbob and I both have been wondering about this, so Im making this topic. Is there way to increase lighting on viewmodel and viewhands only and not the map itself? We both like the maps contrast, but guns are way too dark, so it would be useful, if there was way to increase lighting in viewmodels only

Other than changing the color maps i dont thank you can get the viewmodels to be brighter as they arent rendered seperately from the rest of the map.
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im not sure if this will work but if you can find a way to place this line of code somewhere then it might light up the weapons and hands but not the world. only the players view perspective.

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PlayFxOnTag( level._effect[ "weaponGlow" ], self, "tag_view" );

"weaponglow" would be a simple light FX, Self would be the player (obviously), "tag_view" would be one of the joints above the weapon in the view arms and would stat relatively stationary to the players view. like said, this will only show up for the player and not for other people as other people see the world model.

as to where to place this script. i haven't got a clue. if you cant find a way to join it to the viewhands. then join it to the weapons. and offset the FX so its above the weapon. i know its possible to attach FX to weapons because the tesla does it :) so if you can fugue that out i recon you will be sorted.

This is all theoretical but might work if you can figue out how to attach the FX to the weapon or gun viewmodel.
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im not sure if this will work but if you can find a way to place this line of code somewhere then it might light up the weapons and hands but not the world. only the players view perspective.

Code Snippet
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PlayFxOnTag( level._effect[ "weaponGlow" ], self, "tag_view" );

"weaponglow" would be a simple light FX, Self would be the player (obviously), "tag_view" would be one of the joints above the weapon in the view arms and would stat relatively stationary to the players view. like said, this will only show up for the player and not for other people as other people see the world model.

as to where to place this script. i haven't got a clue. if you cant find a way to join it to the viewhands. then join it to the weapons. and offset the FX so its above the weapon. i know its possible to attach FX to weapons because the tesla does it :) so if you can fugue that out i recon you will be sorted.

This is all theoretical but might work if you can figue out how to attach the FX to the weapon or gun viewmodel.

Nah cant reference viewhand joints that way, think you can only do it with clientscript
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im not sure if this will work but if you can find a way to place this line of code somewhere then it might light up the weapons and hands but not the world. only the players view perspective.

Code Snippet
Plaintext
PlayFxOnTag( level._effect[ "weaponGlow" ], self, "tag_view" );

"weaponglow" would be a simple light FX, Self would be the player (obviously), "tag_view" would be one of the joints above the weapon in the view arms and would stat relatively stationary to the players view. like said, this will only show up for the player and not for other people as other people see the world model.

as to where to place this script. i haven't got a clue. if you cant find a way to join it to the viewhands. then join it to the weapons. and offset the FX so its above the weapon. i know its possible to attach FX to weapons because the tesla does it :) so if you can fugue that out i recon you will be sorted.

This is all theoretical but might work if you can figue out how to attach the FX to the weapon or gun viewmodel.

This could work, but it might also fuck up specs/cosines on guns, since it would always render FXs light and might not render maps other lights
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yeah that would be  the only down side.  as long as the FX isnt to bright. it might only add to the surrounding light. but if the lights to bright it would over power the surrounding light.

so it might be a case of getting a good balance just enough to light it up more

 
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