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Skin change / walking light on funfair
#217778
07/24/08 19:39
07/24/08 19:39
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Joined: Jul 2008
Posts: 14 The Netherlands
Warkey
OP
Newbie
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OP
Newbie
Joined: Jul 2008
Posts: 14
The Netherlands
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I was wonder about the walk lights on the fun-fair, like these lights on the arm: The effect on the arm is a walk effect, so, its look like the lights are walking. So, i want to know what function is needed or how to script in lite-c; How to change a skin from a model. If i know that, i put it in a loop, and its a walking light. If i'am wrong, How to script that else? Best Regards, Semmi
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Re: Skin change / walking light on funfair
[Re: Warkey]
#217781
07/24/08 19:46
07/24/08 19:46
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Joined: Jan 2008
Posts: 1,580
Blade280891
Serious User
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Serious User
Joined: Jan 2008
Posts: 1,580
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do you mean have a light on the entity or have the blur effect?
My Avatar Randomness V2"Someone get me to the doctor, and someone call the nurse And someone buy me roses, and someone burned the church"
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Re: Skin change / walking light on funfair
[Re: Coisox]
#218023
07/25/08 21:26
07/25/08 21:26
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Joined: Jul 2008
Posts: 14 The Netherlands
Warkey
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Newbie
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OP
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Joined: Jul 2008
Posts: 14
The Netherlands
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I haven't practice changing skin for models but I have suggestion for your problem. It just need some passion and not so professional.
You can create hundreds of ent_create("myLight.tga", .....) and then set all to INVISIBLE. Position them along your model (as what you call arm). Then switch the set/reset(MyLight[x],INVISIBLE).
P/S: When I first look at ur posting, I thought the picture is graphics rendered by Gamestudio with super complicated shader and lightings. That's one of the options, now i'm using this: BMAP* arm = "lampjes1.tga";
bmap_to_format(bmap_load(bmap_for_entity(my,1),"lampjes1.tga",0),888); But it's not showing correctly the texture, i need to set the material to no alpha 24-bit, but's not show correctly.. P/S: That image isn't gamestudio, its a real picture from a fairground 
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