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Re: (WIP) Ligthing Fxs and script

Posted: Mon Oct 01, 2012 1:33 am
by HaunterV
Neikun wrote:That's not what I meant.
I meant click it through the statue you placed in front of it.
As in the statues do not sufficiently block access to the pillar.

that's true...

I'm ok with the statues looking like they are the ones that are healing you. I am also saying though, that we need to deactivate this as well because i like using it for the lighting effect but really don't want a hundred healing points in my level.

Re: (WIP) Ligthing Fxs and script

Posted: Mon Oct 01, 2012 1:46 am
by Neikun
If you put gobelins in front of the statues, you can't click the crystal...Unfortunately it looks terrible.

EDIT: AHA! I'm a genius.
If you redefine the statues and make them WallTapestry you can no longer click through them.

Code: Select all

defineObject{
    name = "temple_gladiator_statue_spear_blocker",
    class = "WallTapestry",
    model = "assets/models/env/temple_gladiator_statue_spear.fbx",
 brokenModel = "assets/models/env/temple_gladiator_statue_spear.fbx",
    placement = "wall",
    replacesWall = true,
	statueBase = true,
	editorIcon = 92,
}

EDIT: One glaring bug with this though. The player will not be able to pick up an item that is thrown at the statues.

EDIT: It should be noted that you can achieve a similar, but different lighting effect by placing a teleporter instead of a pillar.

Re: (WIP) Ligthing Fxs and script

Posted: Mon Oct 01, 2012 7:33 pm
by lordofkooks
The first post, I might have over did it with Neikun's script "Temple_pillar_ center" trying to combine a light-source and a blockage together; so i decide to look at separating the work. Still using Neikun's script "Temple_pillar_ center" as blockage for the center and Adding more detail to light-source for position, range, and brightness to get the FXs i need. I have not try putting a fadeIN and/or fadeOUT script in the Light-source to see if it would work and will attempt to this week. Also, I'm going to seen if it is possible to add the emitters of fog and star to the light-source to add more FXs.
I named my script by it's light position and Color. The level 1light is position close to the floor. this forum might help with the understanding: viewtopic.php?f=14&t=3430

lightPosition = vec(0, 1, 0),
lightRange = 15,
lightColor = vec(1,0,0), -- sets light to red. edit the numbers to any r,g,b values between 0 and 1 to change the color
brightness = 10,

Komag and Pulpum are correct that the pillar can still be use as a healing_crystal without being obstructive by the Statues.

I'm curious of the model used for the nice frosted statues image.

I do like the idea of changing the statues to WallTapestry to prevent interaction with the crystal. I would personally see if we could use Montis 's destructible tunnel blockage script out of viewtopic.php?f=14&t=3357 to have blockage be removed so a player is able to use the crystal.

Also, Thank all for responding to this post.

For the lighting:

Code: Select all

cloneObject{
	name = "level_1_red_light",
	baseObject = "temple_ceiling_lamp",
	particleSystem = false,
	lightPosition = vec(0, 1, 0),
	lightRange = 15,
	lightColor = vec(1,0,0), -- sets light to red. edit the numbers to any r,g,b values between 0 and 1 to change the color
	brightness = 10,
	castShadow = true,
}
for Central Blockage:
SpoilerShow

Code: Select all

defineObject{
       name = "temple_pillar_center",
       class = "Blockage",
       model = "assets/models/env/temple_pillar.fbx",
       placement = "floor",
       repelProjectiles = true,
       hitSound = "impact_blade",
       editorIcon = 100,
}


New lighting appearance with 2 different( position, range, and brightness) :
SpoilerShow
Image
SpoilerShow
Image

Re: (WIP) Ligthing Fxs and script

Posted: Tue Oct 02, 2012 4:17 am
by HaunterV
The frosted statues are just prison statues with the pillar behind them.

Re: (WIP) Ligthing Fxs and script

Posted: Tue Oct 02, 2012 12:53 pm
by Komag
the only problem with placing those statue alcoves around a corner from each other is that they weren't modeled to fit like that, and the corners overlap for some nasty z-fighting/flickering

this could be "fixed" by slightly adjusting the models so that the right and left sides and not quite the exact same heights, thus the one that sticks out further would trump and there would be no more flickering at least

Re: (WIP) Ligthing Fxs and script

Posted: Tue Oct 02, 2012 6:00 pm
by HaunterV
Komag wrote:the only problem with placing those statue alcoves around a corner from each other is that they weren't modeled to fit like that, and the corners overlap for some nasty z-fighting/flickering

this could be "fixed" by slightly adjusting the models so that the right and left sides and not quite the exact same heights, thus the one that sticks out further would trump and there would be no more flickering at least

I never noticed... I put pillars down cause you end up seeing through them if you don't

Re: (WIP) Ligthing Fxs and script

Posted: Tue Oct 02, 2012 6:11 pm
by Komag
it's the statue alcove structures themselves that overlap

Re: (WIP) Ligthing Fxs and script

Posted: Tue Oct 02, 2012 8:34 pm
by HaunterV
Komag wrote:it's the statue alcove structures themselves that overlap

ah i believe i noticed that ... hence me only using the prison ones in my mod.