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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:
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!
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:
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,
}