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Re: [Models] Captivated by Captive
Posted: Wed Jan 16, 2013 6:34 pm
by msyblade
If youre wanting to make the torches non-removable also, u can use this:
Code: Select all
function keepTorch3(t)
t:addItem(spawn("torch"))
setMouseItem(nil)
hudPrint(" You cannot remove the torch...")
end
just connect your torchholder to it set on deactivate.
Re: [Models] Captivated by Captive
Posted: Wed Jan 16, 2013 6:41 pm
by Komag
that beautiful little script ought to have a home in the repository!
Re: [Models] Captivated by Captive
Posted: Wed Jan 16, 2013 7:01 pm
by hyteria
haha right thx for the good idea , no more light for you fellow !!! :p
Re: [Models] Captivated by Captive
Posted: Thu Jan 17, 2013 12:07 am
by undeaddemon
Love It ... No more light for you fella, except right here....
Re: [Models] Captivated by Captive
Posted: Sat Jan 19, 2013 1:05 am
by BuzzJ
Hi all, thanks for the replies.
I wasn't posting in this thread because I was busy implementing the things I was modelling.
so far I have ingame
1 wall
3 wall decorations which allow for 4 practical combinations
1 ceiling
1 floor
For reference, I got invisible pillars to work. And it was correctly stated previously, you just make a blank .dds saved in DXT3 format (explicit alpha) so the alpha isn't made white, and you must set "alphatest" to true. See here in materials.lua:
defineMaterial{
name = "CaptivePillar002",
diffuseMap = "mod_assets/textures/CaptivePillar002Diffuse.tga",
specularMap = "mod_assets/textures/CaptivePillar002Spec.tga",
normalMap = "mod_assets/textures/CaptivePillar002Normal.tga",
doubleSided = false,
lighting = true,
alphaTest = true,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
}
Now that I am up to speed with that, I can work on the lightsource issue. I'm about to do trials, and I'll post if I get stuck. Thanks in advance.
Re: [Models] Captivated by Captive
Posted: Sat Jan 19, 2013 2:19 am
by Neikun
I can get true invisible out of a dxt1 compression 0:
Re: [Models] Captivated by Captive
Posted: Sat Jan 19, 2013 2:25 am
by BuzzJ
oh really? I didn't actually check that, I just assumed that's what I was supposed to do and it worked. Glad you set the record straight.
Re: [Models] Captivated by Captive
Posted: Sat Jan 19, 2013 4:04 am
by BuzzJ
Okay! This worked for me, but I'm tweaking the settings right now. It appears that classes aren't altogether that determinitive of what functions they can have, which leads me to believe there are a number of hybrid things you can do.
This worked for me, but I am still tweaking the exact settings. It creates, in effect a decoration that is also a lightsource that doesn't replace wall.
defineObject{
name = "CaptiveLight001",
class = "LightSource",
model = "mod_assets/models/CaptiveLight001.fbx",
lightPosition = vec(0, 2.45, -1),
lightRange = 12,
lightColor = vec(0.45, 1, 0.45),
brightness = 5,
castShadow = true,
flicker = false,
placement = "wall",
editorIcon = 88,
}
Re: [Models] Captivated by Captive
Posted: Sat Jan 19, 2013 4:19 am
by BuzzJ
Oh yeah, and what is a [models] thread without models?
here is what I currently have implemented, the spike and the socket are seperate decorations, I only realized after compiling the dungeon I should have shown them off seperately. Textures are piss poor, but so long as the models work correctly I'm happy.
Image might be a bit large, so spoilered, but less than 1mb. Also some of the image is cut off, so you can save as to see the right side.
Re: [Models] Captivated by Captive
Posted: Sat Jan 19, 2013 4:59 am
by Neikun
Neat idea with light source.
I think that floor is a spectacular way to go about seamless floors.
I'm still recruiting for the LotNR Project. We could talk more about it over private message if you like.