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Custom Light
Posted: Tue Mar 31, 2015 3:24 pm
by Emera Nova
Which .lua file is needed to be edited to create your own light sources of different intensities and colours? Looking around the assests folder and I thought I found it but when I edited one of the files nothing ended up happening.
Re: Custom Light
Posted: Tue Mar 31, 2015 5:50 pm
by Emera Nova
I managed to find the files needed to change the colours of the lights and what not but now I'm stuck on a different problem. I'm wanting to make the healing crystal match the colour of the area that it's in. I can change the light it gives off and the fog but the model itself doesn't seem to ever change from blue. Any ways around this?
Re: Custom Light
Posted: Tue Mar 31, 2015 7:29 pm
by bongobeat
I guess you have to use a different material if you want something different than blue.
actually, the healing crystal use "textures/env/healing_crystal_dif" as diffuse texture, so he will never change colour.
but you can try this with less ressource:
make a new crystal model that use a copy of the crystal material definition.
e.g:
Code: Select all
defineMaterial{
name = "my_new_healing_crystal",
diffuseMap = "assets/textures/env/healing_crystal_dif.tga",
specularMap = "assets/textures/env/healing_crystal_dif.tga",
normalMap = "assets/textures/env/healing_crystal_normal.tga",
doubleSided = false,
lighting = true,
ambientOcclusion = false,
alphaTest = false,
blendMode = "Opaque",
textureAddressMode = "Wrap",
glossiness = 20,
depthBias = 0,
-- custom shader
shader = "crystal",
shadeTex = "assets/textures/env/healing_crystal_shadetex.tga",
shadeTexAngle = 0,
crystalIntensity = 3,
onUpdate = function(self, time)
self:setParam("shadeTexAngle", time*0.8)
end,
}
make a 8x8 dds texture or more of the color you want (like the black one, assets/textures/common/black.tga"),
then add this line to the material definition of the healing crystal:
Code: Select all
emissiveMap = "mod_assets/textures/my_colored_texture.tga",
not sure if this is the best way, but, depending the color, you can have a mix of the 1st diffuse texture and the new one. Just try if the effect is good.
if not, then you will need to make a new texture for the crystal.
Re: Custom Light
Posted: Tue Mar 31, 2015 9:22 pm
by minmay
Use ModelComponent's emissiveColor field instead of making single-color emissive maps. Note that green and red versions of the healing crystal shadeTex already exist: green_slime_shadetex.dds and red_gem_shadetex.dds if I recall correctly. I don't think you'll be able to get a really good-looking color change without making a different diffuse map, though. Unless you count inverting the colours of the entire world by setting the sky's tonemap saturation to -1

Re: Custom Light
Posted: Tue Mar 31, 2015 10:58 pm
by bongobeat
this can be very fun!
