sNeaksieGarrett on 13/2/2014 at 03:41
Quote Posted by Yandros
You would need to edit the mesh and make the eyes textured separately, and give that texture the ILLUM property (in the .e file), so that using Self illumination in Dark causes only them to light up. As for attaching a light to him, you should make a marker with red light colour and dynamic (not anim) light property, and use a DetailAttachement link to him, and then specify the right offset for XYZ to put it in front of his face.
Thanks Yandros. The DetailAttachment works just fine, but the problem with just using Dynamic Light is it's already active when going into game mode. Sorry, I should have been more specific in my previous post. Basically, I have the marker light up the treebeast's face with AnimLight when the player awakens the treebeast by getting too close. Could I add the Dynamic Light property to the marker later rather than it already being on it somehow?
zappen, I tested that in-game and I didn't notice any difference in the model. It seems to be exactly the same as the original model.
Yandros on 13/2/2014 at 03:47
Try using the AnimLight property (so you can turn it on and off) after all, but check the Dynamic Light box on that property (and remove the separate Dynamic Light property). I've never tried it, as it's new in NewDark, but it sounds like it should work.
sNeaksieGarrett on 14/2/2014 at 05:25
It seems like it is [working], but not quite the way I had hoped. But hey, at least it works.:) It's too hard for me to explain, but I can post a video if you'd like of how it looks. I also went ahead and added TrigSlain so when he dies the marker disappears and destroys the light.
Anyway, apparently dromed auto-adds a Dynamic Light property with a value of 0 if you check that box in the AnimLight property. So, it turns on how it's supposed to, but it seems to just be using the light value from the animlight and using the animlight system. I did actually try changing the DynamicLight value to something other than 0, but after coming back to the properties screen for the treebeast, it reset itself to 0.:o
zappenduster on 16/2/2014 at 20:01
Quote Posted by sNeaksieGarrett
zappen, I tested that in-game and I didn't notice any difference in the model. It seems to be exactly the same as the original model.
Sorry, read it sometimes ago on (
http://www.grax.org/targa) but didn't verify it ... :(
sNeaksieGarrett on 17/2/2014 at 00:47
Hmm, that's weird. Maybe I'm just blind. I don't want to think Targa a liar but I just didn't see any difference.:o
Yandros on 17/2/2014 at 01:04
I just looked at both models, and while that one does use a separate texture for the eyes which are red, the eyes are also red in the base treebeast texture. So you're actually both right - Targa is right that that unused model has red eyes, and you're right that there is no difference. :D
I suspect that the original base treebeast had different eyes originally, and that one was made as a red-eyed version, then they decided they liked the red better and recolored the base texture's eyes red also. Which would explain why the model exists but is pretty much identical.
sNeaksieGarrett on 17/2/2014 at 03:52
Ah. Thanks Yandros. Yeah, that does make sense.