View Full Version : Lightning-shining
DaSquade
Dec 30 2007, 20:26
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).
Jackal326
Dec 30 2007, 21:09
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";[/QUOTE]
yeah, rvmat... 'emissive' is the one...
DaSquade
Dec 31 2007, 17:45
http://forums.bistudio.com/oldsmileys/smile_o.gif Thanks, works as planned.
Changing time is also covered (Envirement Editor http://forums.bistudio.com/oldsmileys/whistle.gif ).
Al Simmons
Oct 3 2008, 23:49
does this also work for weapons class or only for vehicles?
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.
Al Simmons
Oct 4 2008, 06:22
Ok, thx for the fast reply.
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