Thanks!
Used the same texture as the posted .mdl and changed the ColorStart values.
I'll fiddle with it. I really like 666's sunlight. Think mine has too much yellow
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# Exported from NWmax 0.8 b47 at 03/02/2006 3:23:35 PM
# mdl file
#
#NWmax MODEL ASCII
# model: tnp_gsol1d
filedependancy Unknown
newmodel tnp_gsol1d
setsupermodel tnp_gsol1d NULL
classification Character
setanimationscale 1
#NWmax GEOM ASCII
beginmodelgeom tnp_gsol1d
node dummy tnp_gsol1d
parent NULL
endnode
node emitter AuroraEmitter00
parent tnp_gsol1d
position 0 5 13
orientation 0 0 0 -90
update_sel 2
update Fountain
render_sel 3
render Billboard_to_Local_Z
blend_sel 3
Blend Lighten
spawnType 0
xSize 200
ySize 200
opacity 0.9
colorStart 1.254902 1.254902 0.254902
alphaEnd 0.9
sizeStart 1.0
sizeEnd 1.0
sizeStart_y 30.0
sizeEnd_y 30.0
birthrate 1
lifeExp 5
particleRot 0.005
blurlength 10
affectedByWind false
texture plc_lightshaft2
twosidedtex 1
xgrid 1
ygrid 1
fps 0
frameStart 10.0
frameEnd 10.0
random 0
lightningDelay 0
lightningRadius 0
lightningSubDiv 0
lightningScale 0
blastRadius 0
blastLength 0
endnode
node emitter AuroraEmitter01
parent tnp_gsol1d
position 0.5 4 13
orientation 0 0 0 -90
update_sel 2
update Fountain
render_sel 3
render Billboard_to_Local_Z
blend_sel 3
Blend Lighten
spawnType 0
xSize 150
ySize 150
opacity 0.9
colorStart 8.000000 8.000000 0.000000
alphaEnd 0.9
sizeStart 1.0
sizeEnd 1.0
sizeStart_y 30.0
sizeEnd_y 30.0
birthrate 1
lifeExp 5
particleRot 0.005
blurlength 10
affectedByWind false
texture plc_lightshaft2
twosidedtex 1
xgrid 1
ygrid 1
fps 0
frameStart 10.0
frameEnd 10.0
random 0
lightningDelay 0
lightningRadius 0
lightningSubDiv 0
lightningScale 0
blastRadius 0
blastLength 0
endnode
node emitter AuroraEmitter02
parent tnp_gsol1d
position -0.5 6 13
orientation 0 0 0 -90
update_sel 2
update Fountain
render_sel 3
render Billboard_to_Local_Z
blend_sel 3
Blend Lighten
spawnType 0
xSize 150
ySize 150
opacity 0.9
colorStart 1.254902 1.254902 0.254902
alphaEnd 0.9
sizeStart 1.0
sizeEnd 1.0
sizeStart_y 30.0
sizeEnd_y 30.0
birthrate 1
lifeExp 5
particleRot 0.005
blurlength 10
affectedByWind false
texture plc_lightshaft2
twosidedtex 1
xgrid 1
ygrid 1
fps 0
frameStart 10.0
frameEnd 10.0
random 0
lightningDelay 0
lightningRadius 0
lightningSubDiv 0
lightningScale 0
blastRadius 0
blastLength 0
endnode
endmodelgeom tnp_gsol1d
donemodel tnp_gsol1d
Also, you may want to animate the color change with moon/blue being the
deactivated state and sun/yellow being the activated state with a nice
long transition in between for dawn/dusk. That way you only need the one
placeable and script only its state. And the color shift tells the
player the outside world is still turning ;-)
Ah, I do this already. Moonrays appear at night and dusk, while sunrays appear during the day/dawn via a script - not activate/deactivate (too difficult for this average bear).
Using SetTileMainLightColor or SetTileSourceLightColor, a brighter yellow/orange color can be used when it's day/dawn that the sunrays illuminate, and shift it to a dark blue or dark cyan when the moonrays appear.
@DM_Vecna
I use the HP Temple window moonlight rays and also created one for the day as well, for windows.
At night, from the city streets, the orange glows through the windows.
From within, the moonlight glows through the windows.
As an example, I've placed both next to each other to show what it look like.
Shop window from outside, flickering out onto the street at night.
FP!
Modifié par Fester Pot, 03 janvier 2013 - 12:00 .