how to make a disco ball?
inKit
04-01-2006, 06:45 PM
thread title says it all really :)
i need a disco ball :D
i've been messing around alot in hammer but i can't seem to get even close to something resembling a disco ball :(
i need your creative minds! ^^
Ca-Chicken-Soup
04-01-2006, 07:05 PM
Hrm lets see....
Put a the reflective texture on a sphere of, say 12 sides, (i think it's a dev texture , do a search for dev and choose 100% or 80% reflectivity)
Ok now make it a prop_physics and attach it to a constriant (http://developer.valvesoftware.com/wiki/Phys_lengthconstraint) to make it hang. Then use the physics_tourqe (http://developer.valvesoftware.com/wiki/Phys_torque) to make it turn (slowly!)
Parent dynamic lights (http://developer.valvesoftware.com/wiki/Light_dynamic) to it so they spin with it. Make it a tight spot by making the radius small and no fading and that jazz.
Yeah something like that, that's all theroy, have a go and see if it works :D
*edit* Just to let you know this is gunna lag like a :carrot: :carrot: :carrot: :carrot: so have a small room with little else in it.
otF yetihw
04-01-2006, 10:51 PM
Yeah could work, except prop_physics is for model entities, you need to make it a func_physbox (I think)
inKit
04-02-2006, 03:35 AM
that's what i tried but it doesn't reflect anything :(
KominAaa
04-02-2006, 04:20 AM
Heres how id fake it:
make a disco ball as a prop with a highly specular texture just for the shiny effect on the ball.
follow the procedure Chicken soup explained.
make yourself some fake wall reflections:
- one overlay for walls with the moving dots
- one overlay for the ground with rotating dots.
Use material proxies to set the speed/angles of the rotations.
http://www.valve-erc.com/srcsdk/Materials/material_proxies.html
This would make an interesting tutorial but I dont really have time to write one :)
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