
Nickster5000
Joined: Dec 11, 2010
|
Posted: Feb 10, 2016 01:22 AM
Msg. 1 of 6
Hey everyone, is there a way to make one cluster that renders no matter where a player is on the map, or some sort of work-around that ensures that a single cluster is always rendered?
Thank you for your help!
|
|
|

Spiral
Joined: Apr 3, 2011
I hope i'm out of the way
|
Posted: Feb 10, 2016 02:08 AM
Msg. 2 of 6
What I did to activate things im my UI was using pvs related scripts. Kirby was the one who mentioned the script a while ago. https://youtu.be/FEmWVXL_eHg " (object_pvs_set_camera <cutscene_camera_point>) sets the specified cutscene camera point as the special place that activates everything it sees. (object_pvs_set_object <object>) sets the specified object as the special place that activates everything it sees " (Halo scripting bible). Maybe use (object_pvs_set_object <object>) and have a biped in the area. I'm not completely sure if that will give the result you want
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: Feb 10, 2016 06:03 PM
Msg. 3 of 6
Quote: --- Original message by: Nickster5000 Hey everyone, is there a way to make one cluster that renders no matter where a player is on the map, or some sort of work-around that ensures that a single cluster is always rendered?
Thank you for your help! Pm me your max file I'll show you what you need to do.
|
|
|

Nickster5000
Joined: Dec 11, 2010
|
Posted: Feb 10, 2016 09:43 PM
Msg. 4 of 6
Thanks for your responses, but what I was looking for is not the cause to my problems.
I want to follow up with another question though -- Is it possible to create a .light (that acts like a sun for instance), but not let it cast light? or is there something that's similar that is possible to create the effect of a sun without it casting any sort of light?
Thank you for your responses guys!
|
|
|

OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
|
Posted: Feb 10, 2016 09:52 PM
Msg. 5 of 6
A lens flare .scenery should do it. Though you might need to make your own .light tag for the flare part to make it not emit any actual light
If you search up Sunny Sharma on the maps page, you should find a tutorial on making custom lens flares Edited by OrangeJuice on Feb 10, 2016 at 09:53 PM Edit "Halo Lighting Tutorial" .pdf Edited by OrangeJuice on Feb 10, 2016 at 09:55 PM
|
|
|

Nickster5000
Joined: Dec 11, 2010
|
Posted: Feb 10, 2016 10:10 PM
Msg. 6 of 6
Quote: --- Original message by: OrangeJuice
A lens flare .scenery should do it. Though you might need to make your own .light tag for the flare part to make it not emit any actual light
If you search up Sunny Sharma on the maps page, you should find a tutorial on making custom lens flares Edited by OrangeJuice on Feb 10, 2016 at 09:53 PM Edit "Halo Lighting Tutorial" .pdf Edited by OrangeJuice on Feb 10, 2016 at 09:55 PM Thank you for your response OJ, but I am attaching this light to a device_machine (its a dynamic sun). I'm skeptical about attaching a scenery to a device_machine in itself. Is there any other method to perhaps make a mock-up sun that doesn't emit any light? Edit: I just set the radius to 1. It works just fine now. Thank you for all of your responses! Edited by Nickster5000 on Feb 10, 2016 at 11:03 PM
|
|
|