DromEd/Blender: Ceiling lighting mesh changes his texture on light switch position - by EnYB0La
Yandros on 27/2/2017 at 21:32
Changing the texture itself when turned on isn't something you do in the model; you would need two different models and to change between them when the light is put on or off. Most of the original light models have an ILLUM property on the bulb texture, which makes the texture fullbright when the light is on. Someone else more knowledgeable about all this will be able to confirm that and tell you how to do it.
gamophyte on 28/2/2017 at 00:05
Someone that knows better than me might help but I found this in tuts
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http://web.archive.org/web/20070603123420/http://forums.eidosgames.com/showthread.php?s=&threadid=304)
This might help if you wanted to make the bulb separate but attached by vhot in lampshade model. Again though I'm still a novice about the engine, so hopefully someone else can pipe in. It would seem like you can do a models tweq so that it can just swap model to your alternate lit up model, but not sure how. I may try to play around with it myself tonight and if I find anything I'll report back.
john9818a on 28/2/2017 at 03:21
If you use the models tweq I say it works the same as the torch. Make your "Off" model #5 in the list of models.
LarryG on 28/2/2017 at 04:04
As Yandros said, you use the ILLUM flag on the texture for the model to allow the texture to be displayed brighter independently of the model as a whole. If you use 3dstobin, you can flip ILLUM on when you generate the bin. It is under "Special". Take a look at the electric wall lights (say eleclgh.bin). Convert it back to 3ds and then look at it in your modeler and the texture in your paint program. If you read the description of the AnimLight script, you will see "The <code style="text-decoration: underline; white-space: nowrap; color: rgb(0, 0, 0);">Renderer\Self Illumination</code> property will be set to 1.875 when the light is on." That script is what makes it happen for those textures which have the ILLUM flag set.
Not to stomp on John's toes, but I think multiple models is a bad idea when you just have to set the ILLUM flag and it will all work with just one model.
john9818a on 28/2/2017 at 12:09
I was under the impression he wanted to make the bulb part look different other than just being lit up. Otherwise ILLUM is the way to go. :)
EnYB0La on 2/3/2017 at 16:14
Quote Posted by LarryG
As Yandros said, you use the ILLUM flag on the texture for the model to allow the texture to be displayed brighter independently of the model as a whole. If you use 3dstobin, you can flip ILLUM on when you generate the bin. It is under "Special". Take a look at the electric wall lights (say eleclgh.bin). Convert it back to 3ds and then look at it in your modeler and the texture in your paint program. If you read the description of the AnimLight script, you will see "The <code style="text-decoration: underline; white-space: nowrap; color: rgb(0, 0, 0);">Renderer\Self Illumination</code> property will be set to 1.875 when the light is on." That script is what makes it happen for those textures which have the ILLUM flag set.
Not to stomp on John's toes, but I think multiple models is a bad idea when you just have to set the ILLUM flag and it will all work with just one model.
I'm a bit confused... If I use this ILLUM parameter, will if affect all of the model texture brightness? I need only the bulb lamp to change his brightness or texture, not the structure of the ceil lamp.
Yandros on 2/3/2017 at 17:35
You set ILLUM on a specific texture, so the bulb needs to have its own texture (meaning, a separate image file). As long as you don't set ILLUM on the texture(s) used on other parts of the model, only the bulb will light up.
EnYB0La on 2/3/2017 at 19:58
Quote Posted by Yandros
You set ILLUM on a specific texture, so the bulb needs to have its own texture (meaning, a separate image file). As long as you don't set ILLUM on the texture(s) used on other parts of the model, only the bulb will light up.
Well, thanks. I got it.