andysks wrote...
I also got my hands today on some packages I didn't know before, one is the sls2(this I knew, I always wanted it but today was the day), and the effect package from Sorceress Ashura.
Tomorrow is a going back day, where I will go to the first areas of the campaign and fix some stuff the play testers suggested, implement sls2, and make them a bit nicer looking with some new placeables.
Just a note on SLS2. I've been using it from day1 and have learned a lot, and there are some shortcuts one can take to make it work faster.
All of the SLS2 fixtures, by default, include the
p_sls2_fitting_ud script as the On User Defined Script abd a set of variables. This script, along with two scripts on your area, make the lights turn on off.
If you want each fixture to control its own light source and fx, then each fixture, light source and fx needs to have a unique name (adding an int to the end is the easiest method). Like triel_lamp_1, triel_lamp_lt_1, triel_lamp_fx_1. This means every time you paint down a fixture, you need to setup the tags for each one individually. This takes time. My town of Triel, for instance, has 24 lampposts. That's a lot of tag editing and variable editing for each fixture (because you have to set the variables on the fixture to tell it the name of the light source and the fx, and the fx blueprint to use. Three variables to setup per fixture. Again, a lot of editing every time you paint one down).
But there is an easier way.
The easiest way to setup lights for an entire area is to have ONE controlling placeable! This should be an iPoint, as it's hidden. All you need to do then is set the p_sls2_fitting_ud script as the User Defined Script on the iPoint, and import the SLS2 variable set (if you don't have a set to import, just place down a SLS2 prefab and export).
Here's where it gets easy. On the iPoint controller set the light tag name, fx tag name, and fx blueprint. So, for example, suppose you want to lay down 24 lampposts. You set the name of the light to be "triel_lt", and the name of the fx to be "triel_fx", and then the blueprint to whatever it is supposed to be (get it from the SLS2 blueprint you plan to use).
Now lay down a blueprint prefab from SLS2 - the lamppost you want to use and "ungroup" it. Click on the light source object set it's light tag to "triel_lt". Click on the fx object and set it's tag to "triel_fx".
Select them all together and either make a blueprint and or copy. Now paint them down wherever you want.
Every lamppost light fixture you paint down will have the same light source tag and fx tag. The controlling placeable, the iPoint, will cycle through these automatically and turn all of them on at the appropriate time, and off at the appropriate time. Instead of painting down each lamppost one at a time and editing several tags and variables, now you can just copy/paste a lamppost/light/fx.
So, before, with each fixture controlling the light and fx, you end up with a tag list that looks like this (in the toolset, when you're examining area contents, for example, and you want to check the lights)
triel_lt_1
triel_lt_2
triel_lt_3
triel_lt_4
etc...
But when you use a single controlling placeable, you end up with:
triel_lt
triel_lt
triel_lt
triel_lt
etc...
Besides being MUCH FASTER to setup, this also has another advantage: you use this SAME methodology to setup DAYLIGHT at windows in interiors, and to turn the daylight on/off based on time of day.
And thus, a fast way to set things up is, once you have an iPoint for lights ,and once you have an iPoint controlling daylight, then you can save those two as blueprints (generally speaking, the iPoint blueprint for daylight has a start hour of 7 and a stop hour of 17, and the iPoint for lights is reversed).
If you want a separate group of lights setup, you just lay down another iPoint for lights and set the appropriate tags.
I have an iPoint in Triel for the lampposts, and another iPoint for the campfires that spring up at night.
There are a couple other lights that aren't lampposts or campfires, and so for those unique lights, I lay down a SLS2 prefab and let the fixture conrol it's own light source and FX.
Beware One Thing...What you have to be aware of: You may think you don't need an iPoint and you can just lay down a whole bunch of SLS2 prefabs and leave them all named the same, like "triel_lt" and "triel_fx:" If each fixture is configured to toggle the light and fx and they are ALL named the same, guess what? Your lights will be REALLY BRIGHT! And this is because each fixture is turning on all the other fixture's lights, and they all stack up.
This is why, if all your lights and fx's are namd the same, you need only ONE controlling placeable.
I hope all of that makes sense. When I first did Triel I painted down 24 SLS2 prefabs for the lampposts and then individually setup their tag names and variable sets. it took a long time. It was only later when I was setting up daylight in an interior and noticed that a single iPoint was recommended in the documentation to control the lights and effects (window haze) that I realized you could do the same thing for all same-type lights. So after that, things got easier...
SLS2 is really awesome. My guards whip out torches at night when they are on patrol, and campfires crop up, lampposts go on, daylight floods interiors... it's a cool thing.