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Author Topic: Lampost light  (Read 9119 times)

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mystic80

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Lampost light
« on: 11 Oct 2003, 10:43:09 »
hi everyone.

I have made a lampost and i need know wat component does it contain to make the light on.

Anyone?

Offline Tomb

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Re:Lampost light
« Reply #1 on: 12 Oct 2003, 12:04:06 »
well the streetlamp is basically a non-AI vehicle, and the cpp file must contain:

class CfgNonAIVehicles
{
 class MyLamp: StreetLamp
 {
          scope=2;
          side=3;
          DisplayName=new lamppost;
          vehicleClass=objects;
          icon=unknown_move;
          mapSize=0.3;
          model = "\MyPbo\MyLamp.p3d";
          destrType=DestructTree;
          simulation=StreetLamp;
 };


as for the p3d, try & look how BIS made their lamps  :)



mystic80

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Re:Lampost light
« Reply #2 on: 13 Oct 2003, 04:26:07 »
yeah i've done that but I wanna know if I can jus make the lampost and insert in the map using visitors. cos i needa do a lot of lampost. thruout the island.

The problem i encounter is that I cant able to get the lampost lit up at night. I was suspecting that its my lampost p3d file does not have the correct component in the memory.

in it I jus put light for the lamp.

Offline Colonel_Klink

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Re:Lampost light
« Reply #3 on: 27 Oct 2003, 11:33:10 »
Hi mystic80.
I have managed to get custom streetlamps working:
Try renaming your p3d to Lampa_***.p3d (*** = your lamp name). Also try naming your class something like this: Class Streetlamp*** (*** = your lamp name or similar).

So far I haven't managed to change the brightness of the lights but the lights work when placed on a map using Wrptool.
Hope this is of some help.
Cheers

Late edit:
By creating lights set at a certain height, say average room ceiling height I've managed to get some lights inside buildings (inlcuding BIS hanger), but these are dependent upon all ceilings being the same height. Also brightness is a concern and altering the following doesnt seem to help:

      colorDiffuse[]={1.00000,0.90000,0.600000};
      colorAmbient[]={1.00000,0.90000,0.60000};
      brightness=0.75;

So far I have several street light models and runway lights but until I can change color and brightness they aren't much use. But still worth experimenting with.
« Last Edit: 27 Oct 2003, 11:40:07 by Colonel_Klink »
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Offline Tomb

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Re:Lampost light
« Reply #4 on: 09 Nov 2003, 11:45:54 »

 :) I've had good experiences using this :

   brightness=0.75;

...when its downed to some


   brightness=0.0025;

 ..or alike - much lower setting, thats the point. it works for me, try it for size  :-*


Offline Colonel_Klink

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Re:Lampost light
« Reply #5 on: 15 Nov 2003, 05:10:27 »
Nice one, Tomby. Worked a treat. Now for different colors.. Ideas???
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Offline Planck

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Re:Lampost light
« Reply #6 on: 15 Nov 2003, 15:19:11 »
The way I see the following:

colorDiffuse[]={1.00000,0.90000,0.600000};
colorAmbient[]={1.00000,0.90000,0.60000};

Is:

colorDiffuse[]={RedComponent, GreenComponent, BlueComponent)

And the same for colorAmbient.

What values have you tried Col. Klink?

As a first step, I would try making them completely red by removing the other 2 colours:

colorDiffuse[]={1.00000,0.00000,0.000000};

And work from there.

But, maybe you tried that already.


Planck

I know a little about a lot, and a lot about a little.

Offline Colonel_Klink

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Re:Lampost light
« Reply #7 on: 17 Nov 2003, 01:16:09 »
Hi Planck

Yeah I tried changing those ambient and diffuse values, but nothing changes.
Will have a look further into it. Thanks all the same, buddy.
Rebel without a pause...D.I.L.L.I.G.A.F.

Offline Planck

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Re:Lampost light
« Reply #8 on: 17 Nov 2003, 04:17:48 »
I had a go at playing with a config for lampadrevo.p3d which is in data3D.pbo.

Basically I altered the colours to be more like the sickly orange of todays modern street lighting.

Then I found a town on Nogova, Lany,  that had no lighting and placed some streetlamps.

I reduced the brightness and size of the light also.

Below picture shows my result.

I know this is the old lamps from the original game, but I'm sure the same principles will apply.


EDIT:  The picture is a bit dark when viewed, but it is actually brighter than that, ...........strange.

Planck
« Last Edit: 17 Nov 2003, 04:21:53 by Planck »
I know a little about a lot, and a lot about a little.

Offline Colonel_Klink

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Re:Lampost light
« Reply #9 on: 17 Nov 2003, 11:08:34 »
Hmm. Still not working. My lamps are set as "class CfgNonAIVehicles" so therein may lie the problem.
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Marss911

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Re:Lampost light
« Reply #10 on: 17 Nov 2003, 19:36:04 »
That picture looks really cool!
Maybe a good idea for some WWII lights for our mod.
Becuase the normal ofp lights will give way to much light for that time!

Regards
Marcel

Offline Planck

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Re:Lampost light
« Reply #11 on: 17 Nov 2003, 23:25:40 »
mystic80

Has your problem been sorted yet?

A progress report would be nice.  : ))

btw
For anyone that wishes to play with the orange streetlights, I have posted the zip file below.
Just unzip it into your Addons folder and you should have a Streetlamp Orange available in the Editor under Empty......Objects.
Remember, this is not an addon as such, it is only a config.cpp that has been pbo'ed.


Planck
I know a little about a lot, and a lot about a little.

Offline Colonel_Klink

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Re:Lampost light
« Reply #12 on: 18 Nov 2003, 10:43:44 »
Ok. The orange lamp is really cool. However the problem I'm having is with wrp inserted custom lamps. They light up and go out just like BIS lamps and using the  brightness young Tomby suggested my runway lights are fine, no flicker, BUT still only showing as white even though the colorambient and colordiffuse conditions have been changed.
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Offline Colonel_Klink

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Re:Lampost light
« Reply #13 on: 22 Nov 2003, 04:17:10 »
Ok. With Planck's excellent assistance, I have been able to get wrp inserted colored lights  working. Now the next step is to create a set of runway marker lights, so if anyone has a reference pics, diagrams, etc of airport runway lights layout, and/or pics of the light trees at either end of a runway, I would be most grateful. Also any pics of warning beacons used at runways would be appreciated to. Thanks.
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Offline Tomb

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Re:Lampost light
« Reply #14 on: 23 Nov 2003, 21:42:14 »
klinkster - I remember some d00d made a runway pack back in time... some 8 years ago  ::) ;D
I believe he built his lights upon the FIRE object and thus made it possible to manually switch off/on the lights, and in addition, auto-switching them via a daytime scroll where you simply use the THIS INFLAME TRUE/FALSE spell.

those RW-lights worked fine and came in all possible colors (blue, green, red, yellow & white)

the only suckerbuggar was that you obviously get 10 action menu commands
while moving along the runway (as player)  ::)

Maybe the addon is still in the ofpec depot?! check it out if ya like  :-*


Anyho' - runway lamps are often big round spotlamps, like projectors...
I'll see if I can post a pic here