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Thread: What determines the Lights in a Vehicle

  1. #1
    Staff Sergeant
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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

  2. #2
    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

  3. #3
    Chief Warrant Officer
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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/

  4. #4
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    Author of the Thread
    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

  5. #5
    Staff Sergeant Sparky's Avatar
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    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;
    };
    };




  6. #6

  7. #7
    Staff Sergeant
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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

  8.   This is the last Developer post in this thread.   #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

  9. #9
    Staff Sergeant
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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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