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Sezon.dev

Problem with lightpoint in terrain builder

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It is very simple, I made lamps for my highway, for my map.

The worry is that when I take the lamp out of eden and go back into the mission everything works well (flare on the ground).

https://img4.hostingpics.net/pics/395277screenshot291.png

Problem when I pass it under ground builder, and that I compile my map, the flare to the ground disappears (I was careful that the points are not in the geo).

https://s1.postimg.org/9hs6t4yz3/screenshot_290.png

Thanks to all my friends who can help me ^^

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when askng for help its good to include your config.cpp and model.cfg to assist in troubleshooting. A couple of things to check

 

1) Land_ class must be infront of your p3d in config

 

2) Arma bug  -->        destrType = "DestructNo"; in config will break your lights same as you have described

 

 

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To dissolve yes it is true that I did not have this reflex. Here's all you need:

 

config.cpp : 

 

Quote

#define _ARMA_
 
class CfgPatches
{
	class lights_auto_x2							
	{
		units[] = {};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {};
	};
};

class CfgVehicles
{
	class Ruins_F;
	class House;
	class House_F: House {};
    
	class lights_auto_x2_F: House_F
	{
		displayName = "Lampes autoroutes x2";
		textSingular = "Lampes autoroutes x2";
		author = "Sezon";
		model = "\sezon_structures\lampes\lights_auto_x2.p3d";
		placement = "vertical";
		scope = 2;
		mapSize = 12;
		animated = "true";
		armor = 1000000000;
		
		aggregateReflectors[] = {{ "Light_1;Light_2" }};	
		
		class Reflectors
		{
			class Light_1
			{
				color[] = {2500,4000,6000};
				ambient[] = {6,5,4};
				intensity = 3;
				size = 1;
				innerAngle = 100;
				outerAngle = 200;
				coneFadeCoef = 4;
				position = "Light1_pos";
				direction = "Light1_dir";
				hitpoint = "Light1_hitpoint";
				selection = "Light_1";
				useFlare = 1;
				flareSize = 2;
				flareMaxDistance = 250;
					
				class Attenuation
				{
					start			= 0;
					constant		= 0;
					linear			= 0;
					quadratic		= 0.3;

					hardLimitStart	= 50;
					hardLimitEnd	= 65;
				};
			};
			
			class Light_2 : Light_1
			{
				position = "Light2_pos";
				direction = "Light2_dir";
				hitpoint = "Light2_hitpoint";
				selection = "Light_2";
			};
		};
		
	class AnimationSources {};
	class UserActions {};
	};
};

 

 

 

model.cfg  : 

 

Quote

class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[] = {};
		skeletonName = "";
	};

	class lights_auto_x2: Default
	{
		sections[] =
		{
			"Light_1_hide",
			"Light_2_hide"
		};
	};
};

 

 

 

screenshot_296.png

screenshot_296.png

screenshot_296.png

screenshot_296.png

screenshot_296.png

screenshot_296.png

 

 

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In your geo lod must be class= house, then in your config.cpp your class can be 

 

class Land_lights_auto_x2_F: House_F
OR 
class Land_lights_auto_x2_F : Lamps_base_F

as mentioned above, without the Land_  prefix it will work in editor but not when binarized onto map.

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Thank you very much @Aussie always a very great help again, I thank you I test on returning from work has 4pm un france

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So I made all the changes you asked me and yet the result remains the same: /

 

My config.cpp

 

Quote

#define _ARMA_
 
class CfgPatches
{
	class sezon_structures							
	{
		units[] = {"Land_lights_auto_x2_F"};
		weapons[] = {};
		requiredVersion = 0.1;
		requiredAddons[] = {};
	};
};

class CfgVehicles
{
	class Ruins_F;
	class House;
	class House_F: House {};
    
	class Land_lights_auto_x2_F: House_F
	{
		displayName = "Lampes autoroutes x2";
		textSingular = "Lampes autoroutes x2";
		author = "Sezon";
		model = "\sezon_structures\lampes\lights_auto_x2.p3d";
		placement = "vertical";
		scope = 2;
		mapSize = 12;
		animated = "true";
		armor = 1000000000;
		
		aggregateReflectors[] = {{ "Light_1;Light_2" }};	
		
		class Reflectors
		{
			class Light_1
			{
				color[] = {2500,4000,6000};
				ambient[] = {6,5,4};
				intensity = 3;
				size = 1;
				innerAngle = 100;
				outerAngle = 200;
				coneFadeCoef = 4;
				position = "Light1_pos";
				direction = "Light1_dir";
				hitpoint = "Light1_hitpoint";
				selection = "Light_1";
				useFlare = 1;
				flareSize = 2;
				flareMaxDistance = 250;
					
				class Attenuation
				{
					start			= 0;
					constant		= 0;
					linear			= 0;
					quadratic		= 0.3;

					hardLimitStart	= 50;
					hardLimitEnd	= 65;
				};
			};
			
			class Light_2 : Light_1
			{
				position = "Light2_pos";
				direction = "Light2_dir";
				hitpoint = "Light2_hitpoint";
				selection = "Light_2";
			};
		};
		
	class AnimationSources {};
	class UserActions {};
	};
};

 

 

 

Lod geo : 

 

screenshot_296.png

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ok its good ! 

 

I declared it as a building and thanks to the mathaust buildings I was able to remake the named property. In fact I notice that it is also necessary to put them in other Lod and not that in the Lod Geo

 

590930screenshot296.jpg

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