Can I add the lights that light my model into the tree structure of a model, or would that cause a problem for BZ? I use TS 7.6 and it has scene lights that affect the way it illuminates in the modeler workspace, but is adding them to the model itself a bad thing for BZ or does it make no dif. at all as BZ just ignores such objects? Tanks, BNG.
you could add hp_light hardpoints to it, but youre limited to 4, and you would have to probably create custom lights.
They would affect everything they hit though, not just youre object, as spot_lights are pretty heavy in TA5.
Not as hp_lights TJ as model parts illuminating the model geometry. Would the light objects cause BZ to crash if BZ tried to read them and cause a problem when rendering the model in game?
dont think it would cause a crash, i just dont think it will work. BZ2 probably won't understand it.
You can use vertex colours, also they only appear correctly when lights are set to none, which very few people use.
QuoteCan scene lights be added to the model hierarchy tree structure?
I'm quite sure they can't.
No prob. Thanks for the feedback. BNG.
I suspect if its pre XSI the exporter will ignore it and if it is post BZ2 will ignore it,
From Ivtank.xsi
SI_Angle {
0;
}
SI_Camera Camera1 {
1.297981; 2.646989; 3.466687;;
-1.766339; 1.376721; 2.805893;;
0.000000;
60.000031;
0.100000;
32768.000000;
}
SI_Ambience {
0.000000; 0.000000; 0.000000;;
}
SI_Fog {
0;
0;
0.500000; 0.500000; 0.500000;;
20.000000;
100.000000;
}
SI_Light light1 {
0;
1.000000; 1.000000; 1.000000;;
0.000000; 5.966998; 0.000000;;
}
These are presumably the scene lights/fog/camera from SI, they do nothing in bz2.
What's SI?
Soft Image. The format.
Ah. Thought he was referring to a game or something.
I was just curious, but I guess BZ must illuminate objects internally via setting in the trn file referencing the sun color and other settings? The map editor is BZ is quite interesting and I wish that more detailled information was available in terms of what can and can not be accomplished creating maps from it. BNG.
Quite allot of those settings in the .trn files, do nothing at all, the sun color included. (seem to be just left over from bz1 or something) all the lighting, fog etc can be adjusted in the bz2 console.
The skydome data is invalid and not-read in either. You CAN however, use .TRN files for .dll purposes, and allow the .dll to read from them.
Quote from: TheJamsh on August 05, 2009, 09:23:04 PM
The skydome data is invalid and not-read in either. You CAN however, use .TRN files for .dll purposes, and allow the .dll to read from them.
What are you the BZ Gaffe Machine?
Yes, they do something, but only when the map is first made. After that it is all done via the console and saved into the sky file.
Gaffe Machine ??
QuoteYes, they do something, but only when the map is first made
This never works for me, sky's are always completely blank when I make a new map.
Same for me. I've never had the info read in. You're supposed to be able to create maps from scratch with .trn files only but that never works for me.