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aries_pup

Buildings with Lights

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Hi, I'm not sure if i asked this before, but is it possible to model a building with working lights?

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You'd need to do it via a script.

Infact, if it's setup as a fire, you could use the "Light Fire"/"Put Out Fire", I think that would work.. crazy_o.gif

- Ben

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if there was a way..... would it conflict with out side of the building (similar to that of vehicles etc)

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Yeh, have to wait for ArmA for better lighting/shadows..

But, you could simulate it by setobjecttexuring (You'd have to config it as a vehicle or soemthing, as setobjecttexture doesn't work to static objects..)

And maybe use a very small light (I think this can be set up in the fire object options, really not sure though)

- Ben

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i see... i worked around it by creating another "streetlamp" and set the brightness to 0.01... but the rays of the light will emit thru the buildings..

is there any way to reduce the radius of the ray??

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Very, very tricky to balance lighting this way. Hopefully AA improves this greatly, but for now:

Quote[/b] ] class XXXX: YYYY

{

vehicleClass="SOMETHING";

displayName="My SEXY GLOWING LIGHT";

model="empty";

audible=1;

simulation="fire";

sound="empty";

class smoke

{

interval=0;

timetolive=0;

cloudletDuration=10;

cloudletAnimPeriod=0;

cloudletSize=0;

cloudletAlpha=0;

cloudletGrowUp=0;

cloudletFadeIn=0;

cloudletFadeOut=0;

cloudletAccY=0;

cloudletMinYSpeed=0;

cloudletMaxYSpeed=0;

cloudletShape=koulesvetlo;

cl_basic=0;

cloudletColor[]={0,0,0,0};

initT=0;

deltaT=0;

maxT=0;

class table{};

density=0;

size=0;

in=0;

out=0;

initYSpeed=0;

};

class Light

{

Shape="koulesvetlo";

color[] = {1.0, 1.0, 1.0, 1.0};

ambient[] = {1.0, 1.0, 1.0, 1.0};

position = "";

size = 0.0;

brightness = 0.02;

};

};

Most importantly:

Quote[/b] ]//colour only lights faces that are visable from the light source (imagine a sphere...it would be half lit)

//ambient lights all faces (the same sphere would be fully lit)

The part that is impossible to control is the spread of the light on the ground, because this depends on the terrain grid size. Nothing you can do to fix this  sad_o.gif

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