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White flashers

Posted: Sun Mar 15, 2009 10:21 pm
by ClymAngus
I need some white flashers for something. From what I've read so far it seems to be an impossibility. Out of interest what kind of colour system do they use? Is it addative or subtractive?

Is my best bet adjusting a light map layer?

Posted: Sun Mar 15, 2009 10:35 pm
by DaddyHoggy
I too wanted white flashers when I first joined many years ago - the closest you'll get is yellow - I even tried cheating and overlaying a red, green and blue flasher in the same place with the same flash timing and freq - but that didn't work either (or at least I don't think it did...)

Available colours are based on the old colour wheel thingy-me-bob as seen on some other thread somewhere else. :roll: Sorry, brain not really working, been writing lectures and conference papers all weekend...

Posted: Sun Mar 15, 2009 10:43 pm
by ClymAngus
Yeah I was thinking 3 primaries flashing really quickly slightly out of sync. Of course if it's subtractive I'll just end up with a really muddy gray. :(

Posted: Mon Mar 16, 2009 12:28 am
by JensAyton
The current syntax specifies a hue in the HSV/HSB lighting model. 1.73 adds new dictionary-based syntax for subentities, which allows any colour as long as it’s kinda light (same as for lasers – the value/brightness can’t be lower than 50 %).

Code: Select all

subentities =
(
    {
        type = flasher;
        color = whiteColor;
        type = flasher;
        position = (1, 2, 3);
        size = 10;
        frequency = 1;
        phase = 1;
    }
);
Oh, and it uses additive blending. Subtractive colour models are generally not very useful on screen, especially for representing lights. :-) The big problem with your scheme is that you can’t rely on a fixed, high frame rate.

Posted: Mon Mar 16, 2009 11:12 am
by ClymAngus
With that in mind I think I'll put most of them on the "lights" texture layer.

Nifty.