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DaSquade

Lightning-shining

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Wondering if somebody already found a backdoor to recreate the shining option of faces? In the past (O2lite) we had the option to put faces with lightning-shining option. I tried it with new O2 but in bulldozer they turn black.

->HINT: cateyes, IR patches, lightbolps etc...

PS: Somehow i can change the time of day in bulldozer aswell (readme said windowskey + U or Y if not mistaken).

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In my experience the only way its possible to make faces "shine" is to use an RVMAT file applied to the relevent faces.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ambient[] = {1.0, 1.0, 1.0, 5.0};

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

forcedDiffuse[] = {0.005, 0.005, 0.005, 0.0};

emmisive[] = {0.5, 0.5, 0.5, 1.0};

specular[] = {0.0, 0.0, 0.0, 0.0};

specularPower = 0.0;

renderFlags[] = {"AddBlend"};

PixelShaderID = "Normal";

VertexShaderID = "Basic";

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smile_o.gif Thanks, works as planned.

Changing time is also covered (Envirement Editor whistle.gif ).

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the class of a config of the model the polygon face belongs too has no baring on the emissiveness of a polygon face.

the emissive properties of a polygon primarily stem from the material values (in the rvmat) that are attached to the given polygon - that's it... no more no less.

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