jtr7 on 8/2/2009 at 01:54
The TDS Clock Tower only has eight hours, as well.
LarryG on 8/2/2009 at 03:00
Then that texture I found was more than perfect ... it was ... DESTINY!
Zontik on 10/3/2009 at 19:00
I'm trying to create chandeliers for my mission. Every flame is a light source; the chandelier itself is not. Everything is OK, but suddenly I noticed one strange thing: some surfaces of the chandelier is completely dark (except ambient light). I can't understand why. Moving flames I can make these surfaces to look properly, but another surfaces get dark instead.
I tried Raycast and Objcast, I tried to light them with completely another source of light. Nothing helps. I presume something is wrong with my chandelier models (I made some of them, and each has such a problem).
I know almost nothing about Anim8or, but when I looked at some other lamp models in Anim8or (from CoSaS pack, for example), I saw a small red square in every model named like "@hMYNAME". I know this thing is called "vhot point", and I noticed that in non-symmetrical lamps the side with that "vhot" is brighter in game, when the light is on.
I'm not sure if there is any relation between vhot points and my problem, but it's the only clue I have. Who can explain:
1 - what is "Vhot point",
2 - how to create it in Anim8or and
3 - how it can help to lit the object proprely?
R Soul on 10/3/2009 at 19:15
1. If the object has has one of the Light properties, the light will be emitted from vhot #1 (called @h01 something in the object editing prgram). If you want to attach particles to an object, you can also refer to vhot numbers.
2. Just make a cube, convert to mesh, and double click to set the name. The exact size/shape isn't important. Nor is the colour.
3. See 1.
4. If you're using NV's 3ds -> bin program, you can easily set the ILLUM property for certain materials. Two materials can both use the same texture. ILLUM can also be set manually be editing the .e file before converting to .bin.
e.g.
2,"Material1",PHONG,TMAP "RUSTLGHB.GIF",0,TRANSP 0,ILLUM 100;
Zontik on 11/3/2009 at 06:45
Yes, I read this thread. And now I know that VHOT is not an answer to my question.
This is the problem:
(
http://www.radikal.ru)
Inline Image:
http://s42.radikal.ru/i096/0903/2d/7a9b71e8bc68.jpgEvery flame is a light source. Why some of candles tops don't lit?
Maybe it's wrong thread. I don't know yet.
The worst I can't illuminate their tops because flames are extinguishable.
I noticed that the extra source of light situated far enough from the chadelier can light problem surfaces, but I can't see any reason to place hanging lamp under the chandelier. And flame light offset seems don't work with acceptable values.
Any suggestions? Maybe it will be better to leave as is?
LarryG on 11/3/2009 at 14:38
Quote Posted by Nameless Voice
... You could just set up an extinguishable chandelier (assuming it has vhots) by simply giving it the Exstinguishable script, three ParticleAttached flames, and AnimLight instead of Light. Give the AnimLight an offset so that it comes from above the chandelier.
The lighting will be slightly less accurate this way (since the chandelier and not the flames are its source), but think of the two AnimLights you're saving. (There's an AnimLight limit IIRC).
NV's suggested approach would not totally fix your problem, but it might help to offset the AnimLight upwards. And it only needs one AnimLight to work.
Zontik on 12/3/2009 at 06:38
Yes, it solves problem for small chandeliers, but not for huge. It looks stupid, when 1 water arrow turns off all 6 candles in chandelier which is 12 feet in diameter.
Later.
Vhot doesn't work in my animated lamp.
I create cube, convert it to mesh, THEN renamed to @hvhot01.
Moved it from the center to light front side of a lamp.
Placed model in Thief, changed model, relighted in Raycast. No effect! The lamp shines direct from it's center. AnimLight offset works, but vhot don't. What I did wrong?
Nameless Voice on 12/3/2009 at 13:39
Quote Posted by R Soul
1. If the object has has one of the Light properties, the light will be emitted from vhot #1 (called @h01 something in the object editing prgram).
I didn't know that. :o
Quote Posted by Zontik
I create cube, convert it to mesh, THEN renamed to @hvhot01.
Should be
@h01 (or possibly
@h00).
LarryG on 12/3/2009 at 14:26
How many vhots can an object have? I've used up to three with no problems (@h00, @h01, and @h02), but I've not tried more. Can you have six?