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Glows for A1 I know it is possible using sprites i was just wondering if anyone actually knew how to apply them. I know CABAL managed to do it so hopefully he'll drop by, but im always willing to see if there are other ways of doing it. Thxs guys |
Re: Glows for A1 I just copied what the FO team did. Using Milkshape, in the sprite/hardpoint hierarchy, make some joints off of the Sprites hardpoint and name them something like s_redlight_01 with the number increasing with each one. This will tell it to generate a sprite at that point using the 'redlight' sprite which will be referenced in the Lights sprite file. The _XX is just because MS3D won't accept two joints with the same name and will be ignored in-game. You could also make another piece of mesh specifically for anything that glows with the ambient light maxed out and the texture for glowy bits mapped to it. |
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Love the technical lingo lol jk. Thxs man thats what i was looking for, knew it was something like that i kept using the strobe though (looked unbelievably stupid) btw i just want to make sure is that the correct term for the sprite? if so good stuff because i have to use this method, i dont want to mess with the mesh of another work :) Thxs man i'll get back with some more issues no doubt. EDIT: (told you! ) just checking it goes h_Scene Root -> h_root -> h_sprite -> s_redlight_XX? or is it just attached to the light HP? |
Re: Glows for A1 Attach it to the light hp and it should work. |
Re: Glows for A1 so i got bust on my end. added the sprites to the proper place and i got nada. Added them to the light sprite (btw i realize how noob the last post makes me sound....couldnt connect 2 and 2 till now :rolleyes:) it goes SR-->Root-->light-->s_redlight_01. How many should i have in one spot? Any editing of the light sprite file? is that the correct sprite name? is it just s_bluelight_01 for a blue tint for the engines? Hows the weather there? Nice view? Why am i asking so many questions? Why cant i STOP?! .... lol just had to make fun of myself there. Sorry for the questions but id rather get this in one go than keep asking over several posts. Sorry for the harrassment :lulz: |
Re: Glows for A1 Try this. If it is for an engine glow.... root scene --> lights --> s_redconst_01 |
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Tried looking for an old thread over at AFC but it seems its gone :( a place where everybody showed off their builds....good time lol |
Re: Glows for A1 I could have sworn someone wrote a tutorial on this but yet I can't seem to find it. |
Re: Glows for A1 Try: h_SceneRoot --> h_root --> h_lights --> s_redconst_01 to get a non-blinking red light from stock. Also, the stock lights are pretty small, so you might want to make a custom sprite that's larger (around 8x8 for testing) and set as a billboard light in the Lights.spr file. In which case, the hierarchy would be: h_SceneRoot --> h_root --> h_lights --> s_(name of your sprite)_01 Try adding the below to the Lights.spr and using the "blight1" sprite label: @sprite_node blight1 AmberMulti const (5,5) (.1,.15,.5) billboard If you can't see it in Storm3D, I know that the A1 version of Storm had a wireframe view. I mention this because I've had them working but hidden under the mesh and almost thought it didn't work. Quote:
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Re: Glows for A1 Well there are two ancient threads, from the time of old and when Joel was around. http://forums.filefront.com/st-a2-mo...mies-wk15.html http://forums.filefront.com/st-a2-mo...our-model.html Now, seeing as you're doing A1 you may have a few different requirements, but from what I understand its fairly much the same. |
Re: Glows for A1 Thxs guys for the help. As far as the redconst light i was pretty sure its a stock light that didnt have what i needed...and i was right:p. Seems its time for me to learn sprites a lil more in depth (beam weapons is about it...and not even advance fancy ones at that) and CABAL yeah if you could send me the link it would be nice. |
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