I've placed some candles in my level and given them some animated point light sources, so I get a nice flickering on the wall. Except for one problem, the candles don't actually appear to be lit. Is there a toggle in the object to have it animate with a flame, or do I need to find a tiny flame object to perch atop the wick? Anyone try this yet?
Candles
Débuté par
Qutayba
, déc. 01 2009 11:01
#1
Posté 01 décembre 2009 - 11:01
#2
Posté 02 décembre 2009 - 01:01
i have yet to get to that level of area decor, but let us know how you get it working, it will save others time figuring it out.
#3
Posté 02 décembre 2009 - 04:05
You make the flame by creating a visual effect - see the VFX page of the wiki. You must place the flame as a model in the level editor.
#4
Posté 02 décembre 2009 - 04:07
I don't know any toggle automatically light a candle. The only way I've found is to manually add the effects in the level editor. It's pretty quick, once you find the files. A flame that's just the right size for a candle can be found under the [Model] section (the blue box). Scroll to following location: fxe -> fire -> fxe_fire_cnd_p. Place one on top every candle.
The plus side is that you need to do this only once. You folk probably know about Selection Importing already, but I'll write a quick reference anyways. First, create a new Group in the level (click on the left bar and select [insert] -> [New Group]) and place all the models you used for a single candle in there, including the candle itself. Name the group "Candle." Now right-click on the Group and select "export selected" and save it somewhere.
You can now import the candle along with the lights, flames and all the rest you placed into the Group by right-clicking in any level and choosing "import selected," then selecting the *.sel file you exported. Inside the same level, it's of course faster just to copy&paste the group around rather than import it again and again.
Ack, sorry for rambling on. What was the thread subject again?
The plus side is that you need to do this only once. You folk probably know about Selection Importing already, but I'll write a quick reference anyways. First, create a new Group in the level (click on the left bar and select [insert] -> [New Group]) and place all the models you used for a single candle in there, including the candle itself. Name the group "Candle." Now right-click on the Group and select "export selected" and save it somewhere.
You can now import the candle along with the lights, flames and all the rest you placed into the Group by right-clicking in any level and choosing "import selected," then selecting the *.sel file you exported. Inside the same level, it's of course faster just to copy&paste the group around rather than import it again and again.
Ack, sorry for rambling on. What was the thread subject again?
#5
Posté 02 décembre 2009 - 04:37
so, i cannot script a fireplace to turn on and off? bummer!
Darkflow -- good tip, i did that with buildings ... it is a PAIN to get a roof looking right
Darkflow -- good tip, i did that with buildings ... it is a PAIN to get a roof looking right
#6
Posté 02 décembre 2009 - 04:41
You can - the VFX tutorial walks you through it - it's not a script though, you set the timeline of the fireplace so it goes on and off.
#7
Posté 02 décembre 2009 - 07:22
The trick to turning the vfx on and off might require you to make the object a placeable in an area rather than a prop in a level. The same models appear in both forms, but I don't think you can affect objects baked into a level by a script, but you ought to be able to have a script affect an object placed in an area.
And thanks for the candle tip. I wasn't using groups in that way (I was just organizing groups of furniture together, so I could close the folder and keep things neater), but maybe that's a better approach - no reason I can't do both! Thanks.
And thanks for the candle tip. I wasn't using groups in that way (I was just organizing groups of furniture together, so I could close the folder and keep things neater), but maybe that's a better approach - no reason I can't do both! Thanks.
#8
Posté 02 décembre 2009 - 07:33
Placeable vfx are listed as models in the toolset, which means you can't place them in the area editor, only the level editor. You might be able to place a crust effect - haven't experimented with those yet.
#9
Posté 03 décembre 2009 - 09:32
Models can be turned into placeables by adding entries for them in the placeables 2da (see http://social.biowar.../Placeables.xls). I've never tried it with VFX models but I wouldn't be surprised if it works.
#10
Posté 03 décembre 2009 - 10:41
I've tried doing that, and it doesn't work. Whenever I turn a model into a placeable using the 2da method it appears in the game, but you cannot click on it in the Area Editor or the game.
#11
Posté 06 décembre 2009 - 06:43
PavelNovotny wrote...
Placeable vfx are listed as models in the toolset, which means you can't place them in the area editor, only the level editor. You might be able to place a crust effect - haven't experimented with those yet.
Actually there are candle models wich can be used in the level editor along with the visual effect.
#12
Posté 06 décembre 2009 - 06:57
Yes, but you can't use models in the Area Editor, which means you can't treat them as placeables and attach scripts or events to them.
#13
Posté 08 décembre 2009 - 08:32
Along those same lines, I'm struggling to make torches with flames and flickering light. That is to say...I can't even find the model for a torch. Can anyone give me a quick basic idea of what to do? Preferably not in a "syllabrically intensive workout" kind of way.
Modifié par DirtyCleo, 08 décembre 2009 - 08:36 .
#14
Posté 08 décembre 2009 - 10:33
I found a couple of stand-up torch models named something like plc_torch01 or something like that. You can then select a fire model from fxe_fire_small or something like that. I don't have the toolset in front of me so I don't know the exact names. Then put an animated point light on the end, group all 3 together and cut and paste the group anywhere you like.
#15
Posté 09 décembre 2009 - 03:43
Thanks FB.





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