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Advanced FX - Lighting - B : Pulsating Lights

Pulsating Lights

These lights use a Cycler sprite to pulsate with brightness. Check the "References - FAQ" section for details on the technicalities of lighting effects.



Make the sectors which you want to pulsate in brightness. With multiple adjacent sectors, you can create a travelling light effect.

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The shade of the sectors determine the light's darkest point. The palette of the sectors will be permanent. Place a C[0,LightOffset] (Speed[0,PulseSpeed]) in each sector which will pulsate in brightness. The shade of the C determines the light's brightest point. The LightOffset value is the initial brightness offset of the light. The higher valued offsets light up first. Although the Speed is optional, I recommend using it. The PulseSpeed value ranges from 1 (slowest) to 1023 (fastest). Without a Speed sprite, the Cycler would operate at a default value equivalent to a PulseSpeed value of 256. To make a travelling light effect, use multiple Cyclers with incremental LightOffset values, and multiple Speed sprites with a constant PulseSpeed value.

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Note: Using the slowest PulseSpeed value (1), you could easily simulate a day/night cycle.




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