Author Topic: Tileset light source question.  (Read 320 times)

Legacy_Borden Haelven

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Tileset light source question.
« on: December 30, 2011, 12:38:55 am »


               Is it possible to stop the secondary light sources on a tile looking like a flame and just provide illumination?
               
               

               
            

Legacy_s e n

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Tileset light source question.
« Reply #1 on: December 30, 2011, 01:05:17 am »


               nope, but you can use animloops and emitters to emulate that
               
               

               
            

Legacy__six

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Tileset light source question.
« Reply #2 on: December 30, 2011, 01:09:09 am »


               Best you can do is make a regular light node on the tile model (basically the same but without the special name). It won't be colourable though.
               
               

               
            

Legacy_Borden Haelven

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Tileset light source question.
« Reply #3 on: December 30, 2011, 07:32:16 am »


               I suspected as much. My research has told me that the secondary light dummy causes a special model to be spawned in it's place. (Probably a small flame model) Could I set the colour of the light source in the tile model? Experiment time...
               
               

               
            

Legacy_s e n

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Tileset light source question.
« Reply #4 on: December 30, 2011, 11:27:42 am »


               i've been experimenting with that a bit in the past and (thought, depending on the setting you use is very heavy for the engine to deal with) it is possible to work on light colours, opacity as well as size and other stuff, works with both day(night animations and animloops so its just a matter of testing and dealing with the cpu overload (though with simple on/off switch, which should be set from the colour box (black/whatever colour you want) there is no overload)