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Skin change / walking light on funfair #217778
07/24/08 19:39
07/24/08 19:39
Joined: Jul 2008
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Warkey Offline OP
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Warkey  Offline OP
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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

Re: Skin change / walking light on funfair [Re: Warkey] #217781
07/24/08 19:46
07/24/08 19:46
Joined: Jan 2008
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Blade280891 Offline
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do you mean have a light on the entity or have the blur effect?


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Re: Skin change / walking light on funfair [Re: Blade280891] #217784
07/24/08 20:02
07/24/08 20:02
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Warkey Offline OP
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No, i mean the textures. On my model i have skin1 and skin2.
Skin1 = lights off texture.
Skin2 = lights on texture.

So, when i place it in a loop with a wait, it's a kind of loop light.
But i need to know how to change the skin in the script.

Re: Skin change / walking light on funfair [Re: Warkey] #218013
07/25/08 20:52
07/25/08 20:52
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Coisox Offline
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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.

Re: Skin change / walking light on funfair [Re: Coisox] #218023
07/25/08 21:26
07/25/08 21:26
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Warkey Offline OP
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Originally Posted By: Coisox
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:

Code:
	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 grin


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