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Author Topic: [QUESTION] How do lights work?  (Read 4623 times)

Steff

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Re: [QUESTION] How do lights work?
« Reply #15 on: October 23, 2013, 06:17:14 am »
Perhaps cromon could add this to his wmo edit.
I will have a talk.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
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PainSavior

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Re: [QUESTION] How do lights work?
« Reply #16 on: October 23, 2013, 09:09:36 pm »
That would be very very, progressive.

Hopefully Gamh will kill it too, 2 birds and 2 stones, nothin like options lol.
I mean, 1 bird, 2 stones. You get the point.

I'm hoping someone might be able to make a step-by-step on how to vertex color, manually.
EVEN if it is a big whimsical time loss (thanks for that word lol), I'm still interested in it cause it seems like there's not much of another option, as of right now...

I have noticed that the torch light that you hold as a weapon, lights up the WMO's.

So anyone one with the knowledge, please step forward and lend some wisdom (In a tutorial format) please :P
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Gamh

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Re: [QUESTION] How do lights work?
« Reply #17 on: October 24, 2013, 10:58:06 am »
You need to know how to use the wiki to navigate in a .WMO file, what's a flag, what is little-endianness, etc, there are several tutorials for that out there.

- Open the WMO group of your indoor part.
- At the end of the file, append a chunk called MOCV (so "VCOM")
- It's size will be nVertex * 4 (because 4 is the size of a color entry and you have nVertex entries). You can find nVertex by dividing MOVT size by 12.
- Apply the colors you want in BGRA format (the neutral color is 7F 7F 7F FF or sth like that). Take example from Blizzard models which already contains a MOCV.
- In the MOGP.flags, toggle the MOCV flag on.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

PainSavior

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Re: [QUESTION] How do lights work?
« Reply #18 on: October 24, 2013, 07:50:03 pm »
I'm superiorly nooby with hex editing, so all of the above pretty much sounds like chinese to me haha.

If I can get it down, I promised to write a tutorial about it, in the mean-time, of some one (hint hint) going above and beyond and making the FBX conversion, or a tool that puts vertex colors to wmo's.. maybe cromon even?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [QUESTION] How do lights work?
« Reply #19 on: October 25, 2013, 06:39:29 am »
Download 010editor.
Download the templates from resources.
Open 010
Open model
Gonto templates menu and load wmo template.
Again wmo menunrun this template.

Nkw you getna treenstructure where you can accessnall data parts of the wmo.
Refer to the given infos and the dev wiki and change data.
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PainSavior

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Re: [QUESTION] How do lights work?
« Reply #20 on: October 26, 2013, 05:02:11 am »
I mean like, I know how to get to that part. I just, don't understand like the little things when I get there...
Such as .. what would be a good number for everything?
I guess I could refer to a WoW model as a guideline, but it'd help if somebody would explain each one y'know..

Like, YEAH there's a LightAdder for M2's.. but NOBODY explains which numbers to use, and what's what. Like, do all the numbers have to be 2.435 or can they just be 2, or.. how is attenuation measured?.. what are the bones? What happens if I put -1 -1 -1 for position? Y'know? Like questions like that I have with that type of thing.

I just think it'd help if there was a guideline tutorial on this subject.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Steff

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Re: [QUESTION] How do lights work?
« Reply #21 on: October 26, 2013, 08:48:17 am »
Simple becaus not many till noone ever spend time in it.
in modding you are often one of the first doing such stuff.
There are simple no guys that can quick post you some stuff.
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schlumpf

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Re: [QUESTION] How do lights work?
« Reply #22 on: October 26, 2013, 10:46:53 am »
Quote from: "PainSavior"
do all the numbers have to be 2.435 or can they just be 2
As described in the wiki or source code of the application.
Quote from: "PainSavior"
how is attenuation measured?
As described in the wiki. (No proper description available: Try around.)
Quote from: "PainSavior"
what are the bones?
You should use the bone you want to attach it to. If you don't need any animated position of the light, pick none (-1).
Quote from: "PainSavior"
What happens if I put -1 -1 -1 for position?
-1 -1 -1 is a valid position in 3d space and will by offset by -1 -1 -1 from the bone you chose or 0 0 0 of the model, if no bone chosen.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »