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What determines the Lights in a Vehicle in a addon config. Is it the texture, or is it embedded in the model?
Cheers
GC
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what light ? the one in the vehicles or the front/ rear spot ?
if it's that first you have to place them into your p3d
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You add lights to a addon by placing a few named vertex points within the model p3d
And by adding the sections within cfgvehicles in the config,
pretty easy to add lights
just take a look within the sample models available on the Breathe page
http://www.flashpoint1985.com/breathe/
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yes the spot lights/ headlights.
I am actually after creating a uaz without headlights. I have the config.cpp extracted but cannot find the lights section. I am going to leave the model alone (if poss) and all textures and settings the same as the bis one. Just wanted to remove the actual light objects, ie dont mind there being a texture there.
Cheers
GC
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Staff Sergeant
the front lights, are named
as "L Svetlo" and "P Svetlo" and you should have the corresponding named selections in each LOD of your model.
unbinarize the bin file from DTA folder there is the base binary file, in cfgVehicles class, under the class LandVehicle:Land you should see this.
class Reflectors {
class Left {
color[] = {0.9, 0.8, 0.8, 1.0};
ambient[] = {0.1, 0.1, 0.1, 1.0};
position = "L svetlo";
direction = "konec L svetla";
hitpoint = "L svetlo";
selection = "L svetlo";
size = 0.5;
brightness = 0.5;
};
class Right {
color[] = {0.9, 0.8, 0.8, 1.0};
ambient[] = {0.1, 0.1, 0.1, 1.0};
position = "P svetlo";
direction = "konec P svetla";
hitpoint = "P svetlo";
selection = "P svetlo";
size = 0.5;
brightness = 0.5;
};
};
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Lieutenant Colonel

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XSparky, cheers. I found it. I take it, it will just be a matter of creating a new config.cpp for my addon that in herits the correct Classes and over rights the Reflectors class for the LandVehicle class for my particluar addon?
Cheers
GC
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Jul 3 2007, 13:30
#8
There are several Lights possible:
1] reflectors - those shine with visible cone volume. They are defined in config (class Reflectors) as described above + memory LOD points in named selections
2] marker lights - usualy colored spotlights that can also blink, also defined in config (class MarkerLights)
3] faces with textures that have shining material - those are animated using hiding their selection. This should be defined in model.cfg
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Thanks Armored_Sheep, ill have a lokk into that.
I managed to delete the reflectors, and only had the texture lit up, like side lights on a car.
I also set the armour of the light to 0, and hit the gril with one bullet to knock them out.
But if i can remover the shiny texture style side light then i will.
Cheers
GC
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