Forum > Resources and Tools
[C++] LightAdder
<< < (6/7) > >>
Vortalex:
I can't get the RBG to work correctly. Every color I add always turns out white. Anyone know what could be causing that to happen?
schlumpf:
It likely is 0-1, not 0-255.
Vortalex:
--- Quote from: "schlumpf" ---It likely is 0-1, not 0-255. --- End quote ---
Yeah, I figured that out, but even still the colors were all white. Here is some info I grabbed from a torch that gave off light:
---TORCH: type 1, bone 1, ARGB 1 1 1 AI 0 DRBG 0.466667 1 1 DI 3
In-game, this torch turned out orangish-yellowish, so I used this same info for some other models, and they all turned out white instead.
Magnus:
Have tried that tool und it gives a nice effect.
Unfortunately you have heavy faults of light reflection on floor (whole chunks) and buildings.
Depending of your POV the whole floor of a chunk (cell) get massive darker. The same with buildings. So you have a flickering effect when you are moving.
Don't know if it's possible to reduce this effect by setting other values.
(BTW: I use serverside spawned lamps. In this case I do not have the bounding box bug. At least I can't see it.)
Edit: Ok, it seems that you shouldn't have more than 1 light emitter per cell (or too close). Than it looks pretty cool.
jorgequintt:
For the newbies like me who are just starting with this, here are a few things I learned these days playing with the values inside struct Light with the 101 editor:
This float inside Struct Light > ABlock_f diffuseambient > SubAnimBlock_f Substruct is the size of the light. Change it to make it bigger/smaller. Default value is 3
These 3 values change the light color. 1st is red, 2nd green and 3rd blue. If you want your light to be only white you should set them all at 1.
If you have a problem with the light appearing where it shouldn't/not appearing at all, try changing this value to 0:
I guess that's all, I'm currently trying to figure how to stop that flickering thing with the lights when they aren't in your field of vision but I've made little progress. I managed to reduce the problem a bit by changing the VertexBoxMin and VertexBoxMax to x10 their default value, but they still appear/dissapear. I about to surrender and just make the lights smaller so is not noticeable :lol:
Navigation
[0] Message Index
[#] Next page
[*] Previous page
|