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Lens Flares
Posted: Mon May 17, 2010 7:01 pm
by Noruen
Hi guys!
Several years ago (yes, this fairytale in the beginning is necessary) i've found some mod for Q3A which enabled LensFlares in-game. But 1) I've lost it 2) I can't find it anymore

But I don't need this mod, I only want to know how to make "something" to emitt this effect in-game. Does anybody know?
P.S. If anybody have this mod and is able to post a link or send me it, I will not get angry
Thanks a LOT

Re: Lens Flares
Posted: Mon May 17, 2010 7:18 pm
by skinNCNmaster
sure an autosprite with the same properties as any beam
Code: Select all
textures/pn03/blue_flare
{
surfaceparm nolightmap
qer_trans 0.5
surfaceparm nomarks
surfaceparm trans
surfaceparm nonsolid
deformvertexes autosprite
cull disable
sort 6
{
clampmap textures/pn03/blue_flare.tga
blendfunc add
tcMod rotate 30
rgbGen wave inversesawtooth 0.5 0.5 0 0.5
}
}
the image is a jpg of a flare on a black background, NEAT EFFECT: reverse it and change the blend to subtract.. black subtractive flares are slightly different than white additive ones.
Re: Lens Flares
Posted: Tue May 18, 2010 12:55 pm
by Noruen
No, no these flares. Len Flares. Like... Sun shining right into the camera.
Re: Lens Flares
Posted: Tue May 18, 2010 1:04 pm
by skinNCNmaster
yeah good luck with that...
you want a player influenced entity....
well.. it appears as if there is a lensflare command..
Code: Select all
r_flareFade 7 set lens flare fading rate, higher may improve FPS, but flare effects will fade away faster [Flags: C]
r_flares 0 enable lens flare effects (0 may increase FPS) [Flags: A]
r_flareSize 40 set lens flare size (smaller will increase FPS) [Flags: C]
afaik.. does not work..
the best you can do is fake them with clever autospriting.
Re: Lens Flares
Posted: Tue May 18, 2010 6:24 pm
by Theftbot
That requires a mod.
Re: Lens Flares
Posted: Tue May 18, 2010 7:13 pm
by obsidian
Noruen wrote:I only want to know how to make "something" to emitt this effect in-game.
With the stock Quake 3 Arena, you can't. You can just make static sprites.
Noruen wrote:If anybody have this mod and is able to post a link or send me it
There is a huge number of id Tech 3 games and mods that do this. You're going to have to narrow it down a bit if you want to find one specific one. Star Trek Elite Force, Star Wars JK/JA, etc. all do this. IIRC, ioquake3 does this too.
Re: Lens Flares
Posted: Wed May 26, 2010 12:28 am
by Perle
I think he means Bright Arena. Here is a link to the source.
http://www.fileplanet.com/hosteddl.aspx ... 2_2003.zip
Re: Lens Flares
Posted: Wed May 26, 2010 12:32 am
by skinNCNmaster
mirror -non file planet protected
Re: Lens Flares
Posted: Tue Jun 01, 2010 8:19 am
by Eraser
I think the thread starter means a more complex lens flare like this:
While the effect you're all explaining (which can be done with static sprites) is more like this (ignore the red cross and green check mark, couldn't find a better picture this soon):
I think the console commands are remnants from the Quake 3 Test. That one did actually have the bright light effect as displayed in the second picture, but it was removed for the full game for some reason.
Re: Lens Flares
Posted: Tue Jun 01, 2010 12:33 pm
by skinNCNmaster
yup.. exactly... do-able..
Re: Lens Flares
Posted: Tue Jun 01, 2010 12:48 pm
by o'dium
Erm no, not doable.
Quake 3 test had experimental lens flare code but it was disabled for the retail (Even though the code still exists in the game, its just disabled).
To be honest, the lens flares they had were pretty bad and didn't occlude like you would think anyway. In this day and age they are pretty basic.
But regardless, there isn't some magical cvar you can use inside Q3, because even the cvar that does exist doesn't work... Its been disabled. Thus, the only way to restore functionality is with a code change, i.e. a mod of sorts. You wont ever get it in VQ3.
Re: Lens Flares
Posted: Tue Jun 01, 2010 1:17 pm
by Eraser
o'dium wrote:Erm no, not doable.
Quake 3 test had experimental lens flare code but it was disabled for the retail (Even though the code still exists in the game, its just disabled).
To be honest, the lens flares they had were pretty bad and didn't occlude like you would think anyway. In this day and age they are pretty basic.
But regardless, there isn't some magical cvar you can use inside Q3, because even the cvar that does exist doesn't work... Its been disabled. Thus, the only way to restore functionality is with a code change, i.e. a mod of sorts. You wont ever get it in VQ3.
The "lens-flares" like I posted (in the picture with the two lights) can easily be simulated in a custom map by placing sprites in front of your lights. Of course, this won't help for existing maps. But if you're keen on the effect and want to use it in your own map, then there's nothing stopping you.
Re: Lens Flares
Posted: Tue Jun 01, 2010 1:33 pm
by o'dium
The issue with flares is that they only look good if they have occlusion and fade based on the angle to which they are seen in relation to the light surface. You can of course do the above with a simple deform Flare if you don't mind:
a) No occlusion
b) clipping into every surface possible
c) no fading scaling based on distance
d) them showing up when they shouldn't be there.
Re: Lens Flares
Posted: Tue Jun 01, 2010 2:28 pm
by obsidian
Agree with o'dium. With current code, lens flares would look pretty static, nothing more than sprites rotating on their axis. Real lens flares seen in many other games (and even id Tech 3 derivatives) need to move dynamically based on player view angle and distance.
Eraser: Second pic, yes... even basic Quake 3 maps do this with a manually placed autospite. The first pic (which is what we're talking about), you cannot do.
Re: Lens Flares
Posted: Tue Jun 01, 2010 9:18 pm
by obsidian
Was that the one? If not, any more details you remember about the mod? Like I said above, there are a number of them that might do this, so it's hard narrowing it down to
the one you're looking for.
Also, sorry about the thread derailment, I'll probably split the topic in a couple of days.
Re: Lens Flares
Posted: Tue Jun 01, 2010 9:37 pm
by Noruen
The Bright Arena can be right, but it is only source code (not compiled) and I am not programmer, so I absolutely don't know what to do with.
Details - Yes! I know that all effects in game have had these lens flares, for example reflectors, torches, plasmaball, maybe even rocketfire. It was small mod. And it is absolutely impossible, that you've not ever heard about it

Re: Lens Flares
Posted: Fri Jun 04, 2010 1:01 pm
by skinNCNmaster
I make irrelevant posts on this subject and don't understand why I'm being ridiculed and my posts moved/deleted.
Re: Lens Flares
Posted: Fri Jun 04, 2010 1:53 pm
by skinNCNmaster
odie, um... go bother garfield. You are insulting and your post is once again.. unrelated to furthuring the objective of the thread.
Re: Lens Flares
Posted: Fri Jun 04, 2010 1:55 pm
by Dark Metal
skinmaster, take a hint. You post and opinions are no longer welcome in this thread. You'll have to find something else to get upset about.
Re: Lens Flares
Posted: Fri Jun 04, 2010 1:57 pm
by skinNCNmaster
you knwo im getting somewhat pissed off about your prejudice and how you think its ok to tote
Re: Lens Flares
Posted: Fri Jun 04, 2010 1:57 pm
by Dark Metal
u mad?
Re: Lens Flares
Posted: Fri Jun 04, 2010 1:58 pm
by Dark Metal
But seriously. Stop posting in this thread.
Re: Lens Flares
Posted: Fri Jun 04, 2010 2:06 pm
by skinNCNmaster
fuck off you dopey bitch
and for those of you who dont understand because your ape brains are so tiny..
thats FAH *cough "U" doH "P" bitch!@
and i could explain it furthur.. but then.. your .hearts are empty.. so why bother
Re: Lens Flares
Posted: Fri Jun 04, 2010 2:23 pm
by obsidian
skinNCNmaster, you seem to have a problem with dealing with other people when they present honest, detailed facts that discredits your ideas. Things would go a lot smoother for everyone if you take what other people have to say objectively.
There are already many people here who have much more game development experience than you do who all confirm that lens flares as described in the original post is not possible. Hacks to fake something similar are also non-existent. Quake 3 has a finite number of features and functions, so there are only a finite number of possible solutions that may be offered given the current code. Flares requires code that is simply not part of these finite features and functions, therefore no solution exists.
If you think you have a point, present some kind of evidence to support your claims. I'm still waiting on that sample map, but given your enthusiasm at arguing rather than problem solving, I think this is unlikely. Otherwise, you're just theorizing instead of actually providing any progression to the discussion. If you want somewhere to write down your theories, go start a blog somewhere. People here are interested in working solutions.
Re: Lens Flares
Posted: Fri Jun 04, 2010 2:48 pm
by skinNCNmaster
obsidian.. riddle me this:
theres an issue..
everyone (inclued-sing you) but NOT ink leuding me..
says the issue cannot be done in any way shape or form..
OR are unwilling to speculate as to the possibility of methods not tried up until now.
they come in.. and speak about my mistake, my incapabilities and pretty much anything they can think of to make the TOPIC of THEIR REPLY to THIS THREAD.. about me.. instead of about the thread.
Thanks so much for clarifying your abscense of confidence in me.
However.. making a lense flare effect IS do-able in q3, perhaps not to your high standard.. which is why you and the rest of these guys are so willing to bitch and complain about me and my effort rather than actually TRY to help the topic..
if it cant be done.. do you think that you should continue reinforcing that it cannot be done indefinately? does that make you useful or helpful??