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Thread: Lighting

  1. #1
    I can't seem to find a decent lighting source for a custom firebase. At night everything is in total darkness. Placing cars, fires and spotlights are all well and good but car headlights and fires look out of place and spotlights don't seem to move around when manned. I can't seem to find the streetlamp object name either - and even if I did would it be lit?

    What do other people use for their lighting needs?

  2. #2
    Pick an hour thats light at night

    Try changing the weater, date and time to a clear night after midnight.

    A moon rising and moving over the sky casts enough light for operations without night vision.

    example :
    August 8-9
    9pm-2am well lit night
    3am-4am very dark, moon has set




  3. #3
    Ziggy,

    Cheers, but that's not really what I'm after.

  4. #4
    (PS you really need to learn the search function hehe)

    To make a "light" without an addon - find a building you wanna light up, or a hangar, or even a dark streetlight...

    Make a "GameLogic" object of type "GameLogic" and put this in it's INIT: (all one line of course)

    light = "#lightpoint" createVehicleLocal position this; ***light setLightBrightness 0.2; ***light setLightAmbient[0.0, 0.0, 0.0]; ***light setLightColor[1.0, 1.0, 1.0]; ***light lightAttachObject [this, [0,0,12]]


    If you put one or two of them ON the "HOTEL", it makes the building look like all it's windows are lit up realistically...

    If you put it inside a HANGAR, it will make it look like all those lights at the top of the hangar are lit...

    If you put it ON an existing streetlight, you really won't be able to tell it's NOT coming from the streetlight itself...

    As for the searchlight... here's an awesome script-

    RANDOMWATCH.SQS



    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;watch script for searchlights 0.2
    ;written by Blanco

    ; SATEXAS 69&#39;s NOTES&#58;

    ; To use for OPFOR&#58;
    ; Make an empty searchlight, give it a NAME &#40;IE&#58; search1&#41;
    ; *** ***Searchlight INIT&#58; &#91;this&#93; exec &#34;randomwatch.sqs&#34;
    ; Add soldier, put this in his INIT&#58;
    ; *** ***soldier1 moveingunner search1 ***&#40;where SOLDIER1 is name of soldier and SEARCH1 is light&#39;s name&#41;

    ; Light will run until lens is shot out - man will rotate it until he&#39;s killed.

    _unit = _this select 0

    _dis = 200

    #loop
    ?&#33;alive _unit &#58; exit
    _dir = random 360

    ;hint format &#91;&#34;Bearing is %1 in %2 steps&#34;,_dir,_steps&#93;

    _steps = random 350 + 10
    _steps = _steps - _steps %1

    ;hint &#34;Heading for a new direction&#34;
    ~2

    _x = 0
    _i = -1

    _maxheight = 45
    _minheight = 2

    _inc = -0.2

    _height = &#40;5 + random 55&#41;
    ;hint format &#91;&#34;Pitch = %1&#34;,_height&#93;
    ~1
    ?random 2 &#60; 1 &#58; _i = 1
    ?random 2 &#60; 1 &#58; _inc = 0.2


    #steps

    ?&#33;alive gunner _unit &#58; goto &#34;unitdied&#34;
    _dir = _dir + _i

    ?_dir &#60; 0&#58; _dir = _dir +360
    ?_dir &#62; 360&#58; _dir = _dir -360



    _upos = getpos _unit
    _cposx = _upos select 0
    _cposy = _upos select 1
    _cposz = _upos select 2


    _height = &#40;_height - _inc&#41;

    ?&#40;_height &#62; _maxheight&#41; &#58; _inc = 0.2
    ?&#40;_height &#60; _minheight&#41; &#58; _inc = -0.2



    ?alive _unit &#58; _unit doWatch &#91;_cposx + &#40;&#40;sin _dir&#41; * _dis&#41;, _cposy + &#40;&#40;cos _dir&#41; * _dis&#41;,&#40;_height - _inc&#41;&#93;


    ;hint format &#91;&#34;Bearing is %1&#92;n%2 Steps to go&#92;nPitch is %3&#34;,_dir,_steps,&#40;_height - _inc&#41;&#93;

    ~0.2
    _steps = _steps - 1

    ?_steps &#62; 0 &#58; goto &#34;steps&#34;
    goto &#34;loop&#34;

    #unitdied
    ;hint &#34;unitdied&#34;

    _gl = &#34;logic&#34; createvehicle &#91;0,0,0&#93;
    _gl moveingunner _unit
    @&#33;alive _unit
    deletevehicle _gl
    exit
    [/QUOTE]




  5. #5
    ok, how about lighthouses then? A standard editor unit.
    they have a strange 90 degrees radius cycle, you may have to turn them to point the light at your target area.



    *edit*
    that gamelogic light works great&#33;




  6. #6
    Quote Originally Posted by ([DirTyDeeDs
    -Ziggy- @ April 04 2007,07:09)]ok, ***how about lighthouses then? ***A standard editor unit.
    they have a strange 90 degrees radius cycle, you may have to turn them to point the light at your target area.

    Ziggy,

    I know your trying to help, but seriously, give it up man

    Having to try to stop a lighthouse light from rotating, and try to point it to the area you want lit up?

    Comon&#39; man, quit wasting bits and bytes with that stuff.

  7. #7
    I forgive you for your condescending comments.

    Four lighthouses placed in a square shape facing each other is funkay as hell, and I like it&#33;

  8. #8
    Staff Sergeant
    Join Date
    Jan 25 2002
    Location
    Manchester, GB
    Posts
    356
    What about EditorUpdate1.02 the third party addon. You can add street lights and stuff.

    Cheers
    GC

  9. #9
    I use the editorupdate to put some lamps into the map, then I turn them off in the init.sqs with:


    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    ~1.0
    lamp1 inflame false
    [/QUOTE]

    That ~1 seems important, as it takes a while for the engine to turn on the lamps automatically. Do it instantly, and it will turn off the lamps, THEN the engine will set them to auto or something. Then I replace those uberlights with something to better suit my personal taste, with this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    _brightness = 0.1
    _color = &#91;0.2, 0.2, 0.05&#93;
    _ambient = &#91;0.2, 0.2, 0.05&#93;
    _offset = &#91;1,0,4.5&#93;

    _name = lamp1
    _light = &#34;#lightpoint&#34; createVehicleLocal getPos _name;
    _light setLightBrightness _brightness;
    _light setLightAmbient _ambient;
    _light setLightColor _color;
    _light lightAttachObject &#91;_name, _offset&#93;
    [/QUOTE]

    The _offset variable will vary depending on the lamppost used. Adjust those other to suit your needs, but I find the default lights waaaay too strong. Example, I also have an artillery firecommand that is at night lit in a weak red color; enough to read maps and to work, but weak enough to keep the nightvision going. Not sure about realism here though

    Now, since this is a base we&#39;re suppose to take, it would have been nice to get rid of those actions that comes with the object. I expect real players to nose around, switch the light on, and ruin the moment
    Regards
    Carl Gustaffa - left this game due becoming Steam Exclusive

  10. #10
    Quote Originally Posted by (satexas69 @ April 04 2007,01:04)
    (PS you really need to learn the search function hehe)
    I did, smart arse. It turned up nothing of use. Thanks for your suggestions thereafter though.

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