How do you add lights?

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DeadEdJ

How do you add lights?

Post by DeadEdJ »

How do you add lights? Is it with an odf such as kamlight.odf, because when I put them in zeroeditor, I can see anything, and I only know its there because of the list of objects?

Is there a way to attach a tiny box-shaped msh to it, so that it can be seen in zeroeditor, but only the light can be seen in game?

Or is there an odf for an object and light, such as a lampost you put in and dont need to worry about attaching light?

What does everyone else use for a lights, if you do?

Thanks
Qdin
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RE: How do you add lights?

Post by Qdin »

well, THATS a GOOD questions, but here is MY GUESS:
if you want to add lights on a modelvehicle/object, you have to create the light in shape if a Hard/Hidden Point like: hp_light1 - or so :wink: then I'll guess you change the color of the light, the range, and all thoose things.

this is a THEORY from me - so tell us how to do it for real :P (I like my theory, I think it gives sense)

C ya - but do you mean like the frontlights on a car? or streetlights? or Sun-light from the background?
Rippentuck

RE: How do you add lights?

Post by Rippentuck »

I'm not positive about this, but I think things like kamlight.odf aren't meant to be used by themselves, they are used by another ODF. Another example is the file "bonefirelight.odf" from Kashyyyk. If you place this in the map by itself, the map will crash. My understanding (someone correct me if I'm wrong) is that it's an object that is only used by the actual bonfire odf file.

I don't know exactly what you mean by "adding lights," do you mean just an object that casts light? Or do you mean a light region that is lighter than the areas surrounding it? You can very easily make light/dark regions and edit their properties for a lighter or darker effect (I did a lot of this in my map). But you might need to be more specific about what you want to do.


Rip
DeadEdJ

Post by DeadEdJ »

For example, my map is made of lego walls in some parts, and in the most shaded (from natural outside light) regions, where the horizontal lego piece (used as floor) meets a vertical piece (wall) at right angles, they are exactly the same tones and you cant see when you're about to walk into the wall. But if I fire an EMP at the wall, the light makes the wall lighter than the floor, so you can see it clearly. I think it would also create a nice effect.

The type of light I want, is little bulbs evenly spaced along the wall, like lights in an aircraft corridor, but in the middle of a wall.

I also noticed that in my map, a piece from jabbas palace which has lights in the official jabbas palace, doesnt have lights in my map, so they must be added in seperately, I guess. But I dont know how.

Anyone know what to do?
Lord-Bandu

Post by Lord-Bandu »

you have to choose a light object odf....look inside it and itl have a light source effect like hothlight_1 or whatever . Copy this light source into your effects folder from the shipped worlds effects folder and place the object on your map.

Obviously copy all the relevant msh files aswell.
DeadEdJ

Post by DeadEdJ »

Thankyou. Now i understand. You cannot place a light source, but can place an object with a light source attached, such as Hoth_prop_hangar_bridge.odf:

Code: Select all

[GameObjectClass]		

ClassLabel		=	"prop"
GeometryName	=	"HOTH_Prop_hangar_bridge.msh"


[Properties]		

GeometryName	=	"HOTH_Prop_hangar_bridge"

FoleyFXGroup    = "metal_foley"

AttachOdf       = "hothlight3"
AttachToHardPoint   = "hp_light_a1"
AttachToHardPoint   = "hp_light_a2"
AttachToHardPoint   = "hp_light_a3"
AttachToHardPoint   = "hp_light_a4"
AttachToHardPoint   = "hp_light_a5"
AttachToHardPoint   = "hp_light_a6"
AttachToHardPoint   = "hp_light_a7"
AttachToHardPoint   = "hp_light_a8"
AttachToHardPoint   = "hp_light_a9"
AttachToHardPoint   = "hp_light_a10"
AttachToHardPoint   = "hp_light_a11"
AttachToHardPoint   = "hp_light_a12"


But I still have a problem, in that the only objects with built in lights are BIG buildings, like the hangar in hoth. But I want to have an object in the shape of a light, such as hoth_prop_floor_light.odf, which is a small cuboid-shaped light, but it doesnt have any lights attached (according to the odf), and I dont think I'll be able to just add them to the odf by adding a line:
AttachOdf = "hothlight3"
AttachToHardPoint = "hp_light_a1"
...because i doubt there are any hard points such as hp_light_a1



So I have a problem. Does anyone know of any small, light-shaped odfs, with light source attached, to put in my map? Or could someone modify hoth_prop_floor_light.msh to attach a HardPoint, so I could attach a lightsource, as in the example above?

Thanks[/color][/code]
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