The Genesis engine features a way cool lightning effect that Gtest did not do a vey good job of showing off.
When I first seen the small lightning bolts in Gtest, I thought, oh, it's no Unreal. hehe. However, upon experimenting
with the Electric Bolt entites, I found that you could create some rather cool effects with it.
In this tutorial we will learn:
Use the ElectricBolt and ElectricBoltTerminus entites to create lightning effects.
Create a tall and wide square room. Next create a very short cylinder, and place it in the center of the room.
This cylinder is going to act as our stand for the lightning. Why do we need a stand? I don't know it just seemed
like the thing to do. Add a deathmatch start. Next create a dynamic light above your cylinder(about mid-altitude).
Change the following settings for the dynamic light:
Color: 86,136,200(or any bluish shade or whatever you want. This is simply the value
I chose).
Interpolate Values: 0
MaxRadius: 1000
Radius Function: asmzmsa(this gives it a somewhat varied flash).
Radius Speed: .2
Now, create three Electric Bolt Terminus entities. Place each on of them pretty much
centered on your cylinder(make each terminus be slightly off to the side of the last), but nearly at the top of
the screen. We use the Electric Bolt Terminus entity to define the starting location
of our bolts. Now, we have to define a final destination for our bolts.
We now must create three Electric Bolts. Place them all on the cylinder. One touching
the left corner, one dead center, and one touching the right corner. Use the below settings for your Electric
Bolts.
Color: 86,136,200
Max Frequency: .1
Terminus: ElectricBoltTerminusx(choose ElectricBoltTerminus1
for the first, 2 for second, 3 for third).
You may also wish to change the Width value, or any of the others. As always, I encourage
you to experiment with the settings.
The last thing we are going to change is simply a visual enhancement. Add three Coronas
slightly to the side of one another, and a little bit above the ElectricBoltTerminus.
Go ahead and compile your level. Be sure that you compile WITHOUT
the Default Light Level(RGB)
setting being checked. This will make our lighting effect look a lot better by taking away the ambient lighting
from the level.