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How to build a modern Torch?


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#1
DukeVega

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Greetings Earthlings, 

                                   Another Pop quiz for everyone.

 

I need to build a "modern" Torch item, that the player equips as armor, (REF- Aliens: Colonial Marines)

 

1124344-cmarines.jpg

 

 

What would be the best way to do this?

 

 

It needs to give off a beam of light facing forward, not 360'

- and ermm ideally it would need to have a quick slot on . off  .

 

 

Thanks,

 

 

Duke

Project Gaming,

http://projectgaming...dex.php?/r/3610



#2
rjshae

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IIRC, you should be able to give the helm item a Unique Power Self Only ability that triggers an item activation script, which you can use to apply a .sef file, &c. (Vol. I, pp. 121-122 of my guide [linked in my .sig] has an example.) If you want that to have a custom icon and name, you'll also need to modify the appropriate .2da files and probably the custom .tlk file as well. The beam would have to come from a custom .sef, I think. DannJ did some work in that area, but I'm not sure how well that will work on a creature.



#3
DukeVega

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yeh i can make Animation file no worries, i quite enjoy them



#4
Tchos

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The module Misery Stone includes an item that projects a beam of light from a bulb on a helm, forward, that moves with the character's head, and leaves a distinctive illumination pattern on any surfaces it contacts.

 

misery%20stone%20light%20helm.jpg


  • rjshae et DukeVega aiment ceci

#5
DukeVega

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PERFECT ! 



#6
Dann-J

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It looks like it's using a projected texture set to additive (rather than subtractive). It doesn't actually give off light, but any model surfaces that are encompassed by the projected texture will have the texture added to them, making them look like they're glowing. It's similar to the cave lightbeam effects.

 

One downside to combining projected texture effects with other effects (beams, particles, etc) is that although the latter will scale with the creature they're applied to, horizontal offsets set into the projected texture effects don't scale. So a beam that meets up with the projected texture on the ground may work perfectly when applied to a human, but will probably undershoot it when applied to a gnome, and overshoot it when applied to a half-orc. The cave lightbeam effects avoid that by having the projected texture directly underneath the lightbeam haze (so there's no horizontal offset).