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reproducing light effect

Posted: Fri Jun 28, 2013 9:52 pm
by bongobeat
Hi all,

Plz can someone explain how to reproduce the light effect of the magic orb?

this orb:
SpoilerShow

Code: Select all

defineObject{
		name = "magic_orb",
		class = "Item",
		uiName = "Orb of Radiance",
		model = "assets/models/items/apprentice_orb.fbx",
		description = "A smooth orb that radiates shimmering blue light. A tingling sensation passes through your body when you touch it.",
		skill = "spellcraft",
		requiredLevel = 5,
		gfxIndex = 69,
		attackMethod = "castRuneSpell",
		willpower = 2,
		energy = 15,
		impactSound = "impact_blunt",
		-- special: faster spell casting
		weight = 2.0,
	}
I wanted to add this effect on a mage sword
but i have no idea how

Re: reproducing light effect

Posted: Fri Jun 28, 2013 10:46 pm
by Komag
I seem to recall that we can't, but it's been a while

Re: reproducing light effect

Posted: Fri Jun 28, 2013 10:48 pm
by AdrTru
Your problem is quite difficult.
Material Of Magic Orb is linked to model - assets/models/items/apprentice_orb.model it is apprentice_orb

Code: Select all

defineMaterial{
	name = "apprentice_orb",
	diffuseMap = "assets/textures/items/apprentice_orb_dif.tga",
	specularMap = "assets/textures/items/apprentice_orb_spec.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}
If you want to set this material for sword, you will must opened model of this sword in some 3D editor bledner/Max3d and edited this model. Otherwise your sword will be recolored all ( included hadle part ).
Can you help with it? How kind of sword do you want to use as mage sword?

Re: reproducing light effect

Posted: Sat Jun 29, 2013 3:46 am
by Komag
He's just talking about the light, not the texture

Re: reproducing light effect

Posted: Sat Jun 29, 2013 5:38 am
by msyblade
It has been awhile, but I believe you can define what you want to have the glow AS the orb (NOT clone). Point it to the model you want instead of the orb, and i believe that model will have the glow, but you will lose the original orb.

Re: reproducing light effect

Posted: Sat Jun 29, 2013 10:02 am
by bongobeat
thanks for your answer

yes it's only the light effect i wan to add to any custom items.

mhhh, I don't want to lose the original orb, i'm using it.

what do you mean by pointing? how?

Re: reproducing light effect

Posted: Sat Jun 29, 2013 3:42 pm
by msyblade
I just mean to use "defineObject" instead of cloneObject, and define a new orb. But in the path that tells it where to find the model, change it to the path to your item.

Or to simplify: on your custom object definition, try just changing it's name to the orb. ie:"apprentice_orb" or whatever.

Re: reproducing light effect

Posted: Wed Jul 03, 2013 10:20 am
by bongobeat
well I have tried to define a new object, but the light effect is not applied.
what a pity! :(

Re: reproducing light effect

Posted: Wed Jul 03, 2013 11:48 am
by Komag
The only way to do it is to not have an orb, but defineObject to replace the orb

Re: reproducing light effect

Posted: Wed Jul 03, 2013 3:26 pm
by bongobeat
as msyblade tells:

I have redefine a new orb and replace the model and texture, works, but the other orb is lost with the new item!
SpoilerShow

Code: Select all

defineObject{
		name = "magic_orb",
		class = "Item",
		uiName = "Orb of Radiance",
--		model = "assets/models/items/apprentice_orb.fbx",
		model = "mod_assets/pandafox_assets/black_armor/models/black_helmet.fbx",
		description = "A smooth orb that radiates shimmering blue light. A tingling sensation passes through your body when you touch it.",
		skill = "spellcraft",
		requiredLevel = 5,
		gfxIndex = 93,
		attackMethod = "castRuneSpell",
		willpower = 2,
		energy = 15,
		impactSound = "impact_blunt",
		-- special: faster spell casting
		weight = 2.0,
	}

defineMaterial{
	name = "apprentice_orb",
	diffuseMap = "mod_assets/pandafox_assets/black_armor/textures/black_helmet_dif.tga",
	specularMap = "mod_assets/pandafox_assets/black_armor/textures/black_helmet_spec.tga",
--	diffuseMap = "assets/textures/items/apprentice_orb_dif.tga",
--	specularMap = "assets/textures/items/apprentice_orb_spec.tga",
	doubleSided = false,
	lighting = true,
	alphaTest = false,
	blendMode = "Opaque",
	textureAddressMode = "Wrap",
	glossiness = 20,
	depthBias = 0,
}
well is there another way to define a new light and customise it like an item?

like the temple light:
SpoilerShow

Code: Select all

defineObject{
	name = "temple_ceiling_lamp_floor",
	class = "LightSource",
	lightPosition = vec(0, 2, 0),
	lightRange = 8,
	lightColor = vec(0.1, 0.99, 0.1),
	brightness = 10,
	castShadow = true,
	particleSystem = false,
	placement = "floor",
	editorIcon = 88,
}