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Lights from within models


Fidcal

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Is there a spawnarg so I can put a light inside a mushroom and it shines out? There are self-lit mushrooms but these seem a bit bright and they are red. I prefer pale green light for mushrooms don't know why. But might be nice to have variety. I notice if I put a light inside a lantern or lamp post that the light shines out but inside a mushroom it blocks the light. Also for light crystals - though I suppose they can be made from brushes so a translucent texture would work.

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yeah, the problem is that the mushroom itself is then black. I think I have a reasonable compromise with noshadows 1 on the mushroom but put the light just slightly outside it so it reasonably illuminates but light goes through it so in this one test it looked pretty much like the mushroom was the light source.

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Also for light crystals - though I suppose they can be made from brushes so a translucent texture would work.

 

The map test/glass.map already features light/lit crystals (that glow and slowly pulse).

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Very nice map. Don't think I've seen that before. I corrected the path to the stained glass texture but it still doesn't work. Not certain about the light texture behind it - it's blank.

 

Oooh. Ah. I think I accidentily submitted the modified map to SVN (the modified version was done for my "I love TDM" post that showed you can have stained glass windows cast a "colored shadow" on the floor). The actual texture map is not on SVN. Sorry for the mess.

 

I'd say we just remove this glass window.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Well, if that texture is not going to be available then yes.

 

I could upload it, but it was just a quick test and is really not useful nor of high quality :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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There are some self lit but they look over bright and they are red whereas I prefer a greenish light mostly for mushrooms. Seems to me they grow in cold dark places so a cold colour feels appropriate.

There was green selflit skin for mushroom AFAIR. And beside that - it's actually only one - white texture for additive blend, so you can make your own shader if you like, using red, green and blue parametres.

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I think there is a mixup somewhere in the mushroom names or something.

 

The main version is just named mushroom but is self-lit green but in Dark Radiant looks white.

The self-lit red version is correctly named and shows correct in-game but in Dark Radiant looks white.

The one named white is white in-game, not self-lit (in fact looked black from the player lantern just now) but looks faintly green in Dark Radiant. [edit - that might be my monitor or even my eyes! so let's say duller white than the others]

 

Understandably I never found the self-lit green because I think it is just a material name and not a model or skin name so not visible to the mapper.

 

Assuming DR can't show these exact, all that wants doing is to rename the main model self_lit_green or something? Better to switch them round so the basic model is unlit white and name the two skins.

 

I think the two self lit ones are bit too bright and primary colours in-game like Christmas tree lights. They might be OK in some magic cave scenario along with crystals etc. but I think we want a couple more toned down. Maybe tomorrow I'll look at that. They are useful for places where there is not likely to be any other light such as dark abandoned cellars and derelict houses as well as caves, sewers, etc. But in these situations the Christmas tree effect I don't think works. I just want a dull tepid, washed out green glow light and mushroom to match to relieve the ambient here and there.

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I've now committed 4 new skins and textures - dull, more subtle, pastel versions in green, blue, red, yellow. Here's a shot of the reddish one - a nice pink actually. The green one down on the floor is actually not one of these. It is the white one. I found if I placed a light just above but very close to the apex it lights it quite well. If you put it slightly off to one side you get a slight dark shadow on the other side which I think adds character and variety. But this method won't work with the mushroom clumps or you would need three lights.

 

Anyway, combinations of all these plus the original brighter red & green, all with varying intensities of light as well gives a good choice. I don't have the right to change the original model or name - that's up to the modeller and will break maps. I think the original should be coloured white, unlit and only the skins be self-lit with correct names.

 

post-400-1205922164_thumb.jpg

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