Being at the very bottom of the ladder when it comes to creating custom content, I'm having difficulty getting the light shaft to be a different colour.
This is the .mdl in question [ tnp_gsol1c.mdl ]
# Exported from NWmax 0.8 b47 at 03/02/2006 3:23:35 PM
# mdl file
#
#NWmax MODEL ASCII
# model: tnp_gsol1c
filedependancy Unknown
newmodel tnp_gsol1c
setsupermodel tnp_gsol1c NULL
classification Character
setanimationscale 1
#NWmax GEOM ASCII
beginmodelgeom tnp_gsol1c
node dummy tnp_gsol1c
parent NULL
endnode
node emitter AuroraEmitter00
parent tnp_gsol1c
position 0 5 13
orientation 0 0 0 -90
update_sel 2
update Fountain
render_sel 3
render Billboard_to_Local_Z
blend_sel 3
Blend Lighten
spawnType 0
xSize 200
ySize 200
opacity 0.9
colorStart 0.7 0.8 1
alphaEnd 0.9
sizeStart 1.0
sizeEnd 1.0
sizeStart_y 30.0
sizeEnd_y 30.0
birthrate 1
lifeExp 5
particleRot 0.005
blurlength 10
affectedByWind false
texture plc_lightshaft3
twosidedtex 1
xgrid 1
ygrid 1
fps 0
frameStart 10.0
frameEnd 10.0
random 0
lightningDelay 0
lightningRadius 0
lightningSubDiv 0
lightningScale 0
blastRadius 0
blastLength 0
endnode
node emitter AuroraEmitter01
parent tnp_gsol1c
position 0.5 4 13
orientation 0 0 0 -90
update_sel 2
update Fountain
render_sel 3
render Billboard_to_Local_Z
blend_sel 3
Blend Lighten
spawnType 0
xSize 150
ySize 150
opacity 0.9
colorStart 0.7 0.8 1
alphaEnd 0.9
sizeStart 1.0
sizeEnd 1.0
sizeStart_y 30.0
sizeEnd_y 30.0
birthrate 1
lifeExp 5
particleRot 0.005
blurlength 10
affectedByWind false
texture plc_lightshaft3
twosidedtex 1
xgrid 1
ygrid 1
fps 0
frameStart 10.0
frameEnd 10.0
random 0
lightningDelay 0
lightningRadius 0
lightningSubDiv 0
lightningScale 0
blastRadius 0
blastLength 0
endnode
node emitter AuroraEmitter02
parent tnp_gsol1c
position -0.5 6 13
orientation 0 0 0 -90
update_sel 2
update Fountain
render_sel 3
render Billboard_to_Local_Z
blend_sel 3
Blend Lighten
spawnType 0
xSize 150
ySize 150
opacity 0.9
colorStart 0.7 0.8 1
alphaEnd 0.9
sizeStart 1.0
sizeEnd 1.0
sizeStart_y 30.0
sizeEnd_y 30.0
birthrate 1
lifeExp 5
particleRot 0.005
blurlength 10
affectedByWind false
texture plc_lightshaft3
twosidedtex 1
xgrid 1
ygrid 1
fps 0
frameStart 10.0
frameEnd 10.0
random 0
lightningDelay 0
lightningRadius 0
lightningSubDiv 0
lightningScale 0
blastRadius 0
blastLength 0
endnode
endmodelgeom tnp_gsol1c
donemodel tnp_gsol1c
It changes the default Bioware Lightshaft, Blue [ Placeables - Standard - Visual Effects - Lightshaft. Blue ] into moonrays. The original comes from NWNCQ and I use it as moonrays during the night in caves.
What I'd like to do is create another .mdl file but change the colour to sunrays!
The current .mdl above uses a Bioware texture to create the light colour.
texture plc_lightshaft3
I've tried changing this texture to plc_lightshaft2 or plc_lightshaft5 as an example, but when I test it, the light no longer flickers and fades, it's just all blocky. Nor does it use the new texture.
Would anyone be interested in making one of yellow/orange colour to simulate sunlight for me? I don't have any editing tools and usually make small cosmetic changes such as texture replacements like this - and they usually work - but not this time.
Two examples below.
Working placeable (posted as the working .mdl file)

My attempt to change the texture colour.

FP!
Modifié par Fester Pot, 03 janvier 2013 - 05:50 .





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