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_Slider_
11-18-2006, 06:12 PM
Hi there,

I've a question about Light Effect Points. Is there any way to control the angle of the light?

http://www.svsforum.de/misc/Lighting.jpg
I've created an object which has a Light Effect Point. The area below Roof 1 is lighted out by it, too. But what i want is to limit the light output to the angle in between the two red lines shown in the picture.

Since Vodhin has floodlights in his (very very good) Lighting Set, which are reduced to spread the light in a very smale angle, there should be a way...

I hope someone can help me...

Slider

P.S. I hope this was understandable, i'm from Germany...

Belgabor
11-18-2006, 07:46 PM
Vodhin is a trickster :p
Lights are actually very limited in RCT3. You can set the bulb effect anywhere you want, but the lighting of other things always originates from the center of a tile to all directions. The only thing that varies maybe is the height.
So here's what I guess (without checking) Vodhin did for his floodlights:
- Use a simplelight in the actual lamp for the bulb effect
- Use a nblight somewhere on the square it shines to.
Therefore the lighting effect and the bulb where it seems to come from are in fact two separate lights.

Vodhin
11-18-2006, 08:06 PM
Belgabor is right- I am a trickster :p Here's what's going on: I have multiple effect points at different radius values that give the appearance of directed light.

http://www.vodhin.net/CustomScenery/Vodhin/HowTo/FloodEffect01.jpg

In fact the light used by RCT3 radiates in all directions and there is no known way to change that. This trick also only works in large scale applications, because RCT3 isn't illuminating an object, instead it is shading the object from "normal" (full brightness) to darkness. the more light effect points you have, the more shading is done and eventually you will have objects that are just shaded compleyely black.

_Slider_
11-18-2006, 08:24 PM
:eek: Ok... Many thanks for sharing that trick with me ;)

Two more questions:
1) The radius value for the light, is it in fields of RCT3, in U's of the 3D Modeler (where 4 = 1 RCT3-Field) or something else?
2) What are the size-values at the bottom of the "Edit Scenery Settings" window of the importer for? I tried around with it but it seems to have no impact on the Objects in the game so far?

Obi_Wan_Cannoli
11-18-2006, 08:30 PM
You can edit the radius in the importer...

Belgabor
11-18-2006, 08:55 PM
:eek: Ok... Many thanks for sharing that trick with me ;)

Two more questions:
1) The radius value for the light, is it in fields of RCT3, in U's of the 3D Modeler (where 4 = 1 RCT3-Field) or something else?
2) What are the size-values at the bottom of the "Edit Scenery Settings" window of the importer for? I tried around with it but it seems to have no impact on the Objects in the game so far?

1) The tooltip should tell you that it's in modeller units
2) It has an influence on when your object disappears due to the number of faces when the user zooms out. See the beginner's tutorial for an explanation how to set it up correctly.

Vodhin
11-18-2006, 08:55 PM
The importer allways uses values that match the modeler programs (Milkshape I know, Blender I think, other's I'm not sure). The exception of that is the "size In Squares" value during the scenery settings setup/edit.

Those other values you see tell RCT3 what the object's 'clearance' values are for making shadows, and when placing other objects (if flag 33 is checked).

_Slider_
11-18-2006, 09:04 PM
Thanks again :)

Belgabor
11-18-2006, 09:09 PM
The importer allways uses values that match the modeler programs (Milkshape I know, Blender I think, other's I'm not sure). The exception of that is the "size In Squares" value during the scenery settings setup/edit.

Those other values you see tell RCT3 what the object's 'clearance' values are for making shadows, and when placing other objects (if flag 33 is checked).

In this case you're wrong. The Size in the scenery settings is in the in-game coordinate system. This doesn't matter for MilkShape, but does matter for Blender.