A utility for illuminating towns and villages?
#16

Quick experiment -

[Image: lights1.gif]

Added these lines to "SkinHi.mat"

Quote:[LightParams]
Ambient 10.0
Diffuse 10.0
Specular 10.0
SpecularPow 10
Shine 10.0

[Layer0]
TextureName vill2.tga
PaletteName
Frame 0.0
VisibleDistanceNear 0.0
VisibleDistanceFar 1000000.0
TextureCoordScale 0.0 0.0 1.0 1.0
ColorScale 1.0 1.0 1.0 1.0
AlphaTestVal 0.9

Would need to add that to SkinMed.mat and SkinLo.mat to be visible from air and reskin buildings with dark brickwork and light windows, also juggle the Light params for best effect rather than all at "eleven"
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#17

Using the runway lights(a Lot of them) I get this effect. From 2300 feet you can see them.When you get away from the town or runway the lights just disappear.
[Image: night.jpg]
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#18

one more
[Image: tues10.jpg]
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#19

Thanks!
If you can do further experiments I'd be very grateful.
I'll play with that too when I have time :cheers:
BTW any idea how to get the shine light of the campfire stop changing in time? I tried changing the txl file like this:

[ClassInfo]
ClassName TAnimatedTextureList

[General]
nFrames 2
Time 0.5
Loop 1

[QualityLow]
FPS 1
ImageScale 0.5

[QualityHigh]
FPS 1
ImageScale 1.0

[Images]
skin1.tga
skin1.tga

[Generator]

The fire itself stops changing but the light reflected on the objects keep changing as before...The campfire trick look pretty good except for this...


Fisneaky Wrote:Quick experiment -

[Image: lights1.gif]

Added these lines to "SkinHi.mat"

Quote:[LightParams]
Ambient 10.0
Diffuse 10.0
Specular 10.0
SpecularPow 10
Shine 10.0

[Layer0]
TextureName vill2.tga
PaletteName
Frame 0.0
VisibleDistanceNear 0.0
VisibleDistanceFar 1000000.0
TextureCoordScale 0.0 0.0 1.0 1.0
ColorScale 1.0 1.0 1.0 1.0
AlphaTestVal 0.9

Would need to add that to SkinMed.mat and SkinLo.mat to be visible from air and reskin buildings with dark brickwork and light windows, also juggle the Light params for best effect rather than all at "eleven"
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