Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Mar 14, 2025 10:42 am
All times are UTC + 0
Coloured lighting on buildings
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 13, 2008 2:47 pm    Post subject:  Coloured lighting on buildings Reply with quote  Mark this post and the followings unread

Is it possible to make the lighting of lightposts and buildings similar to the remap? So your buildings would actually get the colour of your current team?

Back to top
View user's profile Send private message  
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Impossible IIRC...

Back to top
View user's profile Send private message Send e-mail Skype Account  
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 13, 2008 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

the only workaround is afaik a transparent activeanim which looks like glow and which is in the team color.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message  
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 13, 2008 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

And this could be used on Construction yards, defenses and powerplants?

Back to top
View user's profile Send private message  
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 13, 2008 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

sure, just add to them another activeanim of the glowing light.
However these lights won't have the fade out effect than normal alphalights.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message  
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 13, 2008 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
sure, just add to them another activeanim of the glowing light.
However these lights won't have the fade out effect than normal alphalights.


You mean it will look like picture 2, opposed to the ideal picture 1?



lighting.jpg
 Description:
 Filesize:  23.48 KB
 Viewed:  4676 Time(s)

lighting.jpg



Back to top
View user's profile Send private message  
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

None of both. It will be a solid colour; you can't see anything beneath it (terrain, other structures or units)...

Back to top
View user's profile Send private message Send e-mail Skype Account  
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 13, 2008 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

of course you can see through it.
Just add, as i've said already, the translucent key on the activeanim.

With UseNormalLight it also get's some kind of glow on dark maps.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message  
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I fail epicly >_< You're completely right LKO Smile

Back to top
View user's profile Send private message Send e-mail Skype Account  
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 13, 2008 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

a 10min job
just an SHP with a red circle on 3 frames with then 3 clear frames.
if you don't want it to cover the whole building too, you simply have to cut out its shape from the circle



glow.png
 Description:
 Filesize:  53.89 KB
 Viewed:  4661 Time(s)

glow.png



_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message  
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 13, 2008 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mmmm, this will take some experimentation.

*throws it in the to-do warehouse*

Back to the drawing table.

Back to top
View user's profile Send private message  
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Aug 13, 2008 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, you could make it "fade away" by making, say, 3 transparent animations with each one representing a stage of the light. The first one is closest to the building, and it has, say (again), 25% translucency. The next one is further, and has 50% translucency...and so on. To avoid the animations overlaping each other, cut the shape of the previous animation from the animation you want to put next.

_________________


Back to top
View user's profile Send private message  
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Aug 13, 2008 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

This gives me ideas for new buildable light posts #Tongue

Back to top
View user's profile Send private message Send e-mail Skype Account  
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 13, 2008 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Crimsonum
the shown pic uses already Translucency=75 and as you can see it is still quite thick on dark maps. Since a higher translucency isn't available, i doubt that 50 or even only 25% would help a lot. But since it looks quite well on bright maps, removing the UseNormalLight key might help.

Another problem is that you can use only 4 activeanims. Many buildings would this way reach very fast their limit if you use 3 different transparent glow anims.

But a colored lightpost should work.
Another very useful thing about this light effect is, that you can make this way animated lights. like a custom moving spotlight or in the air beaming searchlights.


Maybe some more research using ExtraLight= or some other keys would improve the light effect.

But also keep in mind that a complete base using this "light" would cause a massive lag, because TS really has a great performance problem if there are many transparent anims.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message  
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Aug 13, 2008 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, lagging could be a problem for people who build a lot of power plants... :/

Through, giving only defenses, ConYards and Powerplants light would cut the game some slack...

Imagine Helipads with lighting. In a multiplayer game.

Back to top
View user's profile Send private message  
Slava_92
Medic


Joined: 20 Sep 2008

PostPosted: Fri Oct 03, 2008 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

i want make the first picture , how i do that ??

Back to top
View user's profile Send private message  
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Oct 03, 2008 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Invisible lightposts.

Back to top
View user's profile Send private message  
Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Oct 04, 2008 4:44 am    Post subject: Reply with quote  Mark this post and the followings unread

ExtraLight= is a tag mappers use to djust how lighting affects units.

Normally, units are automatically adjusted to the ambient light, but for whatever reason, you can use the ExtraLight= tag to make them brighter or darker than they show.

At least, IIRC.. I've never used this tag myself #Tongue

_________________
The Fall of Hammerfest - Epic Tiberian chain story

Tiberian Odyssey mapping department. Discord
The Team Black Index

Back to top
View user's profile Send private message  
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Oct 05, 2008 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's used in RA2... It makes the units look more like in the comics #Tongue

Back to top
View user's profile Send private message Send e-mail Skype Account  
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2374s ][ Queries: 15 (0.0150s) ][ Debug on ]