Making a Red Ceiling Light
Posted: Sun Dec 07, 2014 5:53 pm
This may be old hat and the "wrong" way to do it, but clone object doesnt seem to work for me... and this works.
(also i am a noob to modding,scripting, and such)
I wanted to make a red ceiling light asset. Here is how i did it.
Step One:
I copied the asset definition for castle_ceiling_light from the new asset pack (HOORAY ITS OUT)
I changed the color codes of that object and placed it in the objects.lua file under my mod. I also pointed to a new particle system(castle_ceiling_light_red) that I defined in a similar way(below)
Step 2
I looked up the asset definitions for castle_ceiling_light I duplicated the file and created a file called castle_ceiling_light_red. I changed the code below and now i have an asset in the particles directory called "castle_ceiling_light_red.lua"
Step 3
finally I added the particles definition to the init.lua file so that it would load propperly
now everything seems to work propperly and I have a nice red light.
Hopefully this is simple enough for someone like me to follow without having to spend the hours I did trying to figure this out. Also if there is an easier way to do this (cloneObject does not work(at least as i see it in the forum)) please let me know.
(also i am a noob to modding,scripting, and such)
I wanted to make a red ceiling light asset. Here is how i did it.
Step One:
I copied the asset definition for castle_ceiling_light from the new asset pack (HOORAY ITS OUT)
I changed the color codes of that object and placed it in the objects.lua file under my mod. I also pointed to a new particle system(castle_ceiling_light_red) that I defined in a similar way(below)
Code: Select all
defineObject{
name = "castle_ceiling_light_Red",
components = {
{
class = "Light",
type = "spot",
spotAngle = 90,
rotation = vec(-90, 0, 0),
spotSharpness = 0.7,
offset = vec(0, 4.5, 0),
range = 20,
--color = vec(1, 0.1, 0.1),
color = math.saturation(vec(0.47, 0.1, 0.1), 0.9),
brightness = 6,
castShadow = true,
shadowMapSize = 1024,
--debugDraw = true,
},
{
class = "Light",
name = "pointlight",
type = "point",
offset = vec(0, 4.5, 0),
range = 6,
--color = vec(0.45, 0.8, 1.55),
color = math.saturation(vec(1, 0.1, 0.1), 0.9),
brightness = 5,
},
{
class = "Particle",
particleSystem = "castle_ceiling_light_red",
offset = vec(0, 4.75, 0),
},
{
class = "Controller",
onActivate = function(self)
self.go.light:enable()
self.go.pointlight:enable()
self.go.particle:enable()
end,
onDeactivate = function(self)
self.go.light:disable()
self.go.pointlight:disable()
self.go.particle:disable()
end,
onToggle = function(self)
if self.go.light:isEnabled() then
self.go.light:disable()
self.go.pointlight:disable()
self.go.particle:disable()
else
self.go.light:enable()
self.go.pointlight:enable()
self.go.particle:enable()
end
end,
},
},
placement = "floor",
editorIcon = 88,
}
I looked up the asset definitions for castle_ceiling_light I duplicated the file and created a file called castle_ceiling_light_red. I changed the code below and now i have an asset in the particles directory called "castle_ceiling_light_red.lua"
Code: Select all
defineParticleSystem{
name = "castle_ceiling_light_red",
emitters = {
-- glow
{
spawnBurst = true,
emissionRate = 1,
emissionTime = 0,
maxParticles = 1,
boxMin = {0, 0,-0.1},
boxMax = {0, 0,-0.1},
sprayAngle = {0,30},
velocity = {0,0},
texture = "assets/textures/particles/glow.tga",
lifetime = {1000000, 1000000},
color0 = {1, 0, 0},
opacity = 1,
fadeIn = 0.1,
fadeOut = 0.1,
size = {3, 3},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 0,
depthBias = 1,
blendMode = "Additive",
},
-- flames
{
emissionRate = 30,
emissionTime = 0,
maxParticles = 100,
boxMin = {-0.03, -0.07, 0.03},
boxMax = { 0.03, -0.07, -0.03},
sprayAngle = {0,10},
velocity = {0.1, 0.4},
texture = "assets/textures/particles/goromorg_lantern.tga",
frameRate = 45,
frameSize = 64,
frameCount = 16,
lifetime = {0.25, 0.85},
colorAnimation = false,
color0 = {1.5, 0, 0},
opacity = 1,
fadeIn = 0.15,
fadeOut = 0.3,
size = {0.17, 0.015},
gravity = {0,0,0},
airResistance = 1.0,
rotationSpeed = 1,
blendMode = "Additive",
depthBias = 0,
objectSpace = true,
},
-- inner glow
--{
-- spawnBurst = true,
-- emissionRate = 1,
-- emissionTime = 0,
-- maxParticles = 1,
-- boxMin = {0,0,0},
-- boxMax = {0,0,0},
-- sprayAngle = {0,30},
-- velocity = {0,0},
-- texture = "assets/textures/particles/glow.tga",
-- lifetime = {1000000, 1000000},
-- colorAnimation = false,
-- color0 = {0.07, 0.11, 0.23},
-- opacity = 1,
-- fadeIn = 0.1,
-- fadeOut = 0.1,
-- size = {0.5, 0.5},
-- gravity = {0,0,0},
-- airResistance = 1,
-- rotationSpeed = 0,
-- blendMode = "Additive",
-- depthBias = 0.1,
-- objectSpace = true,
--},
-- outer glow
{
spawnBurst = true,
emissionRate = 1,
emissionTime = 0,
maxParticles = 1,
boxMin = {0,0,0},
boxMax = {0,0,0},
sprayAngle = {0,30},
velocity = {0,0},
texture = "assets/textures/particles/glow.tga",
lifetime = {1000000, 1000000},
colorAnimation = false,
color0 = {1, 0, 0},
opacity = 0.75,
fadeIn = 0.1,
fadeOut = 0.1,
size = {1.25, 1.25},
gravity = {0,0,0},
airResistance = 1,
rotationSpeed = 0,
blendMode = "Additive",
depthBias = 0.1,
objectSpace = true,
}
}
}
finally I added the particles definition to the init.lua file so that it would load propperly
Code: Select all
import "mod_assets/particles/castle_ceiling_light_red.lua"
Hopefully this is simple enough for someone like me to follow without having to spend the hours I did trying to figure this out. Also if there is an easier way to do this (cloneObject does not work(at least as i see it in the forum)) please let me know.