meshcarver 12 Posted December 31, 2012 Hi guys, I'm just about done with modelling and texturing a new building, but would like it to have a couple of fluorescent lights scattered about its rusting hulk. For the purposes of sections/adding an actual lightsource etc, is it best to have the ceiling light model/texture as a separate object altogether then place in bulldozer, or to include the texture for it in the actual building text sheet and model them into the building..? Ideally, I'll use this again in different buildings and I assume I'll have to do some trickery in Oxygen to attach an actual lightsource too..? Thanks for your time, Marc Share this post Link to post Share on other sites
drunken officer 18 Posted December 31, 2012 (edited) create in the memory LOD points called "lightsource" or whatever. Config.Cpp blabla class land_myhouse : basic { bla bla class markerlights { color[] = {value, value, value, value}; ambient[] = {value, value, value, value}; brightness = 0.013; (dont get to high or you think, the sun is a dark point on the sky :) ) }; }; Redlight example: class MarkerLights { class RedStill { name = "lightsource"; color[] = { 0.3, 0.03, 0.03, 1 }; ambient[] = { 0.03, 0.003, 0.003,1 }; brightness = 0.01; blinking = 0; }; }; or by script. Started by class eventhandler inside YOUR building class _object = _this select 0; _light = "#lightpoint" createVehicleLocal pos; _light setLightBrightness 1.0; _light setLightAmbient[0.0, 1.0, 0.0]; _light setLightColor[0.0, 1.0, 0.0]; _light lightAttachObject [_object, [0,0,0]] Edited December 31, 2012 by Drunken Officer Share this post Link to post Share on other sites
meshcarver 12 Posted January 1, 2013 Thanks Drunken..! I'll have to pretend i can undstand that for the time being lol..! ;) I will keep this until i try to place them- thanks again man! Share this post Link to post Share on other sites
vilas 477 Posted January 2, 2013 (edited) regarding neon on building : http://www.kapilar.pl/resources/img_d/131_neon_carrefour.jpg of course in such case you have to make this object as separate object and apply to it properties (OFP way by disabling shadow properties ) and/or material (that shines or not take shadow on it, it can be regulated even via ambient shadow map) DrunkenOfficer told you how to place light source (cause he knows coding, scripting as i see very good) and i am answering as model-maker how to make neon on building (if you say fluorescent light, i think that light do not come from nowhere, there must be at least a bulb) neon should shine, it is not typical object with typical shading like metal, concrete, wood , plastic, it shines, it is shadow-disabled etc. Edited January 2, 2013 by vilas Share this post Link to post Share on other sites
max power 21 Posted January 7, 2013 I guess you would have the light objects have a high emissive material. Share this post Link to post Share on other sites
DAP 619 Posted January 27, 2013 Seems, method from DrunkenOfficer not work for me. I create point in memory LOD and name it "Light". After I add this in config.cpp: class MarkerLights { class Effect { name = "light"; color[] = { 0.950000, 0.250000, 0.250000 }; ambient[] = { 0.950000, 0.250000, 0.250000 }; brightness = 0.000750; blinking = 0; }; }; But no any light in my model. Maybe because I try add light to "thing" object with parameters animated = 0 and simulation = "thing"? Share this post Link to post Share on other sites