
ptowery
Joined: Aug 28, 2007
oify
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Posted: Mar 19, 2011 01:41 PM
Msg. 1 of 7
How do I make a node on a scenery emit a flashlight? and actually produce light? do i have to make it a light_fixture? I have a node on it named "flood_light".
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 19, 2011 03:02 PM
Msg. 2 of 7
It's actually supposed to be a marker, so it would be #flood_light in 3ds max/gmax. in the scenery, add an attachment referencing to the marker flood_light (without the #) and change the type of attachment to either a .light tag or a .effect tag. Make sure the attachment is what you want though.
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Mar 19, 2011 03:21 PM
Msg. 3 of 7
okay, I made it into a marker, and put "levels\b30\devices\light fixtures\generic light" on it as an attachment.
marker flood_light primary scale none secondary scale none change color none
but nothing emits.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 19, 2011 03:27 PM
Msg. 4 of 7
did you test ingame?
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ptowery
Joined: Aug 28, 2007
oify
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Posted: Mar 19, 2011 04:02 PM
Msg. 5 of 7
yes, also ran radiosity before I tested.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Mar 19, 2011 08:23 PM
Msg. 6 of 7
Try not using light fixture lights.
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The Cereal Killer
Joined: Mar 18, 2011
Scripts, AI, cutscenes, ui_widgets, animation.
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Posted: Mar 19, 2011 09:27 PM
Msg. 7 of 7
Take the flashlight that is used by the cyborg, put it as an attachment on the scenery piece. That should work. Also make sure that the "scale by" function dropboxes are set to "none" if you want it to be constant.
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