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| Aces |
08-27-2007, 07:49 PM
Has the problem been solved on how to make lights using Anim8or? If so how...

StarRngr4.0
08-28-2007, 03:06 AM
Errr... Dunno. Can you create an object that only has a single vertex point in animator? if so, you can use the effect point stuff in the importer to create an in game light...

| Aces |
08-28-2007, 04:42 AM
StarEngr4.0: Hmm thats the you cant in Anim8or. But CoasterSim.Fan is trying to help me for this. Thanks for your comment matey :)

rctmaniac
08-28-2007, 05:05 AM
Well if you only need one object why not download milkshape for the 30 day trial and use that for the one object you need. I did a video tutorial on light effect points.
http://youtube.com/watch?v=1sXjvDJCYlA

| Aces |
08-28-2007, 05:24 AM
rctmaniac: Thanks mate ive already watched that it helps soo much :D

CoasterSim.Fan
08-28-2007, 12:07 PM
Oo in the pm I thought you meant how light reflects off the object in game since that's where most people have a problem with anim8or. As for creating a single vertex in anim8or for effect points there really isn't a way that gets good results (I have tried many) anim8or doesn't like singe vertex.

But that really isn't a problem you can just manually add the location, that's how I made all my lights before bel improved the importer (we used to have to do the matrix by hand).

In the new importer when your working on your model hit add effect point (it the +) then select the effect point you want hit okay then put in the xyz positions.

| Aces |
08-28-2007, 12:25 PM
CoasterSim.Fan: Hey there, thanks for your reply. But how do i exactly add a location? Or do you mean something else to just push the effect point button in the importer and follow the instructions you said? I need to know in detail when it comes to these things i can a bit dum' to understand :p

CoasterSim.Fan
08-30-2007, 05:17 PM
Alright lets see what I can do to help you.

Location means the X Y Z position of the light to the model. That's why it has fields for an x y z position after you select the effect point.

Think of it like this If you wall is 3 high and you want a light at the top of it then for y you would use 3.

As for X and Z that really depends on you modal potion and where you want the light.

Best bet is to just experiment.