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Author Topic: Lampost light  (Read 8667 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

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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.
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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 »
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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
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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



Offline Tomb

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Re:Lampost light
« Reply #15 on: 23 Nov 2003, 21:52:11 »
 :D here are a few pics (nothing overwhelming though) :









Offline Colonel_Klink

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Re:Lampost light
« Reply #16 on: 24 Nov 2003, 01:07:12 »
Tomby! Yep I've got that runway pack in the deep recesses of my hard drive somewhere. I'll set up an archeology crew and start digging :).
BTW those pics look good. Thanks.
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Offline Planck

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Re:Lampost light
« Reply #17 on: 24 Nov 2003, 01:48:26 »
Got one or two references that might be useful, but then again........maybe not.

http://web.engr.oregonstate.edu/~hunterz/other/primer/ch4.html

http://www1.faa.gov/atpubs/FSS/fss1101.htm#11-1-1.%20AIRPORT%20LIGHTING

Will keep looking though

You might need to copy/paste that last link into your browser.


Planck
« Last Edit: 24 Nov 2003, 01:56:55 by Planck »
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Offline Colonel_Klink

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Re:Lampost light
« Reply #18 on: 24 Nov 2003, 06:04:28 »
Thanks a heap Planck. These are good.
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Offline Planck

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« Last Edit: 25 Nov 2003, 00:31:52 by Planck »
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Offline Tomb

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Re:Lampost light
« Reply #20 on: 25 Nov 2003, 00:46:00 »
 :o sheesh, planck! :wow:
someone admin-like should add a nicky to your username:  "über research maniac"  8) ;D

you really need a wife man! :noo:  ;D j/k

Offline Colonel_Klink

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Re:Lampost light
« Reply #21 on: 25 Nov 2003, 01:24:08 »
Progress.

NOTE: Sometimes the pic don't show.. blessed host :(
Center runway light:
(Disregard the yellow lights.. was experimenting.)


and day time (extrapolated from the drawings in one of Planck's posts)



Working on a script to do the time sequenced lights for the runway approach. I will probably use Everon for my experiemnts as my island texturing is a bit.. well poor.. to say the least.
Now these approach lights will be embedded in the wrp so the script will have to be able to turn these suckers on or off... ideas are more than welcome :)
« Last Edit: 25 Nov 2003, 11:40:04 by Colonel_Klink »
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Offline Tomb

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Re:Lampost light
« Reply #22 on: 25 Nov 2003, 23:55:28 »

 ::) ...which brings us sadly close to THIS thread.

 :P  :) See, I tried this scripting stuff once but ran into some annoying prob's,
you should read the thread klinky, I think it relates to your own thougts & dreams
(yea dreams coz I'm afraid we have a problem with static map objects
 unless you use individual object ID #'s in ingame scripts).

the issue is how to find a global working command for non-identified objects of the same class.
sort of an "Object _x" spell, foreach MyClass... but I never found a way out  :(

Offline Colonel_Klink

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Re:Lampost light
« Reply #23 on: 27 Nov 2003, 09:43:15 »
Thanks Tomby.
What I've been playing around with is a script that would use the runway light ids (cos I know where all the damned lights are on my island I guess). What I intend doing is doing further experiments with the script being inside the addon that contains the lights and all the user of my island (if they ever get to use it, but may experiment on Everon) would have to do is enter a simple init command that would make the runway light switch work from within say the control tower or similar building.

As for the sequential lights at the ends of the runway would be controlled by a script as well. Pain in the derryere (bottom :))) to get all the light ids but I think it will work. Notice I said 'will', cos if I gonna spend a sh*tload of time on it the sucker will work :)

As the runway and streetlamp addon has to be included with the island I dont see that a simple command to start the script will be too much of a pain to most OFP'ers.

oh the runway lights above can be turned off and on using nearestobject and the switchlight commands, and there is no flickering although the lights play havoc with the 50 meter grid in OFP, but then thats a an ingame problem and not necessarily ours.
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Navy Captain

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Re:Lampost light
« Reply #24 on: 28 Nov 2003, 01:02:19 »
Klink, I had an idea about making physical runway and taxiway lights too mate, I got with Cpt. Moore and was begining to work on em, but i've had no luck so i've given up...... Would be grat to have in OFP though so i'll send you some ref URLS

find some FAA .PDF's about runway and txiway light FAA requirements... useful for spacing and color/design

http://www.adb-air.com/en/productcenter/catalogue/index.shtml http://

Different physical designs and uses for runway lighting, and as a plus there's heliport lighting and military lighting...

**NOTE** Just click on the different area's on the diagram to be taken to that specific area of lighting. Also I tried to get Cpt. Moore to make a working PAPI and VASI system, but alas I have not scripting or addon making experiance but alot of ideas  ;)

BTW: could you make there actually be a degree field of visibility for maybe having 2 lights back to back....
for instance, the runway begining lights would have green facing the aircraft that is landing, and any aircraft that is trying to take off would see several red lights behind it as it was taking off, and several red lights in the front as well.... If you look at that site carefully you'll see that the way the lights are physically designed with their cone of vision.. IE: what color you would see if you look at it at a certain direction. Like if you look at the bottom 180 degrees you would see a green light if the direction that you're looking at is behind the aircraft that is landing..... and then if you look at the top 180 degrees you would be looking at the front of the aircraft that is landing and the light at that direction would be red..... If you have any questions feel free to MSN, ICQ, AIM or whatever me. Basically  whenever you're looking down the runway the lights at the end should be red when you're taking off...... And if you're landing then the runway lights that you should see is the green lights marking the begining of the runway on the bottom, and then the red lights signaling the end of the runway over those green lights some mile or mile and a half down the runway.....
« Last Edit: 28 Nov 2003, 01:51:46 by CPT. Bazikian[5thSFG] »

Leone

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Re:Lampost light
« Reply #25 on: 28 Nov 2003, 17:47:46 »
I hardly ever visit these forums....I missed most of this discussion. Anyway it so happens I've been working on all of this stuff for a while, and can offer some solutions/ideas for you all. Here we go:

Quote
   class OPGWC_HASGlowSubtle: OPGWC_ObjGlow
   {
      vehicleClass="OPGWC FX";
      displayName="HAS Glow (Direct)";
      model="empty";
      audible=1;
      simulation="fire";
      sound="empty";         
      class smoke
      {
         interval=0;
         timetolive=0;
         cloudletDuration=10;
         cloudletAnimPeriod=0;
         cloudletSize=0;
         cloudletAlpha=0;
         cloudletGrowUp=0;
         cloudletFadeIn=0;
         cloudletFadeOut=0;
         cloudletAccY=0;
         cloudletMinYSpeed=0;
         cloudletMaxYSpeed=0;
         cloudletShape=koulesvetlo;
         cl_basic=0;
         cloudletColor[]={0,0,0,0};
         initT=0;
         deltaT=0;
         maxT=0;
         class table{};
         density=0;
         size=0;
         in=0;
         out=0;
         initYSpeed=0;
      };
      class Light
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "";
         size = 0.0;
         brightness = 0.018;
      };   
   };

   class OPGWC_HASGlowSoft: OPGWC_ObjGlow
   {
      vehicleClass="OPGWC FX";
      displayName="HAS Glow (Ambient)";
      model="empty";
      audible=1;
      simulation="fire";
      sound="empty";         
      class smoke
      {
         interval=0;
         timetolive=0;
         cloudletDuration=10;
         cloudletAnimPeriod=0;
         cloudletSize=0;
         cloudletAlpha=0;
         cloudletGrowUp=0;
         cloudletFadeIn=0;
         cloudletFadeOut=0;
         cloudletAccY=0;
         cloudletMinYSpeed=0;
         cloudletMaxYSpeed=0;
         cloudletShape=koulesvetlo;
         cl_basic=0;
         cloudletColor[]={0,0,0,0};
         initT=0;
         deltaT=0;
         maxT=0;
         class table{};
         density=0;
         size=0;
         in=0;
         out=0;
         initYSpeed=0;
      };
         class Light
      {
         Shape="koulesvetlo";
         color[] = {0.1, 0.1, 0.1, 1.0};
         ambient[] = {0.5, 0.5, 0.5, 1.0};
         position = "";
         size = 0.0;
         brightness = 0.1;
      };
   };

To start off with, the whole classSmoke section I think is required only because of the "simulation=fire" line. Basically it doesn't do anything other than fulfill an OFP engine requirement (unless you want smoke of course).

Next "model=empty". Obviously this is where you stick in your model, if you are choosing to go this route. I personally am not (I'll explain later on why), and as such am using the good ol' "empty" model.

"audible=1" and "sound=empty" are relics...I've been trying to get a custom sound working....with no success yet. But haven't given it much of a go. However it is worth noting that using other BIS sounds from the Sounds.pbo will work. Audible is self-explanatory.

"simulation=fire" This seems to be the only one that is really customisable and accessable to addon makers. "simulation=streetlamp" is a very limiting class.

So onto the fun stuff! ClassLight!  ;D

"shape=koulesvetlo" This is the model OFP will use by default. I haven't been able to get custom models to work with this....only BIS model. It seems to work a lot like using a space object in the drop array....in that you get the model, but a white box around it, or a soldier with a flag on their back. There are some models in the game that do not have a geometry LOD (like ejected shell casings), and some of these might be worth a go for the more adventurous amongst you. Koulesvetlo was in the demo of OFP, so you can see what it looks like if you wish.

"position=?" If you have a memory point on your model where you want the light to be....this is the place to stick it! For example a memory point called "pos1" would be called like "position=pos1". I don't have a position, because there is no model....this object (OPGWC_HASLight_XXXX) exists only in the config....there's no model.

"size=?" Obvious I guess, but it is worth noting that it refers to the size of the model used (koulesvetlo in this case). "size=0" as far as I can tell eliminates the "Put Fire Out"/"Light Fire" actions. Ask one of the BAS guys to confirm that (look at the Blackhawk red cabin light), but I'm 99% sure this is the case.

Now the really fun stuff! After much experimentation, here is what is going on with "color" and "ambient". Bottom line is:

color - only lights faces/vertices that are facing the light source
ambient - lights all faces/verticies regardless of direction.

Also the light must have a color value greater than 0.0 otherwise you won't see anything.

As for the numbers , it is Red, Green and Blue.....but they work not as "amounts" but as ratios to each other. To explain a bit better:

A value of 1.0, 1.0, 1.0 will give white.
A value of 0.1, 0.1, 0.1 will give white of the same brightness as 1.0, 1.0, 1.0

Now when it comes to making coloured lights, you have to change the values of course, but you are changing a ratio, not an amount. The reason it is important to think of it this way is when you are playing around with colour vs ambient....and that's another ratio of course  :P

The last number is (as far as I can tell) the amount of "flicker", but when using "simulation=fire" changing this number does nothing.

So using my config from above:
      class Light
      {
         Shape="koulesvetlo";
         color[] = {1.0, 1.0, 1.0, 1.0};
         ambient[] = {0.1, 0.1, 0.1, 1.0};
         position = "";
         size = 0.0;
         brightness = 0.018;
      };
....gives a small, highly directional white light. Example here:
http://www.roughnecks.org/opgwc/news/news1124_4.jpg

      class Light
      {
         Shape="koulesvetlo";
         color[] = {0.1, 0.1, 0.1, 1.0};
         ambient[] = {0.5, 0.5, 0.5, 1.0};
         position = "";
         size = 0.0;
         brightness = 0.1;
      };
....gives a larger white "floodlight" if you will. Example here:
http://www.roughnecks.org/opgwc/news/news1124_3.jpg

Any questions?  :o ;D Seriously though... ofpeditor@yahoo.com is where you can contact me.

And goddammit I need a ciggy after that post!  :o ;)
« Last Edit: 28 Nov 2003, 17:53:15 by Leone »

Leone

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Re:Lampost light
« Reply #26 on: 28 Nov 2003, 18:18:37 »
Ok...had a ciggy, re-read my post, and realised I missed a couple of things. So here we go...Part 2 (this is turning into a tute... ::) )

First of all one of the things I did for OPGWC is to blank out the flare texture. It's the texture that is giving the lines of light coming out of the centre and part of the "halo" in the pic the Col. posted. Blanking this texture out is one of the single biggest improvements in OPGWC IMO. It's shit, looks shit, and ruins a whole bunch of things. If you are in a mod....get rid of it....now! It opens up a lot of doors. I'm pointing this out because my results will be slightly different.

Now again, as far as I have tested these things, the "switchlight" command will add a cone shaped object to your light.....the same one on all BIS streetlights. I have tried with the same model, and turned it on using "inflame" which produces the circlular model (koulsvetlo) and with "switchlight" which produces the cone object (can't remember object name).

As pointed out earlier...objects in the wrp file can be turned on using the "switchlight" command, but as far as I know this will result in the cone shaped object being produced.....not a desirable result on many occasions. This is partly why I'm not using a model for the lights.....sticking with "empty" instead. The other reasons are that they simply don't require a model....and that attaching them to the "special model" (see below) would decrease flexability in placement.

So it might be worth explaining the two pics I gave links to. The building is a HAS (Hardened Aircraft Shelter). The lights are part of the model and have "Always In Shadow" applied to their verticies. Now when the lighting script is activated it creates a special model which consists of the same lights (but slightly larger) with their verticies set to "Shining" over the light that are part of the HAS. Also part of this model is the "glow" around the lights....a simple texturing job.

At the same time a number of custom light objects are created.....the two in the above config. Two in the middle of the HAS and three on each side. It gets very very difficult to have any more than this in a small area....and about a third of the HAS's will have side-only lighting. Too many light objects in a small area produces a lot of flickering, and some ground lighting errors.

There are a LOT of advantages in doing things this way....and hopefully they will be apparent in the full OPGWC mod.

Phew......I need a drink now!  ;D
« Last Edit: 28 Nov 2003, 18:23:19 by Leone »

Leone

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Re:Lampost light
« Reply #27 on: 28 Nov 2003, 18:20:32 »
Oh...last thing. The lights CPT. Bazikian was talking about will be in the OPGWC mod. I've done a bit on them....but they are on the back-burner at the moment while I do other things.  :)

Offline Planck

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Re:Lampost light
« Reply #28 on: 29 Nov 2003, 00:27:33 »
Interesting post Leone.

Most of this I agree with, however, I think think that the fourth parameter in the color and ambient statements refer to alpha.

Try removing the fourth parameter from the statements and you will be left with a white light, regardless of what colour you have selected.


On another, but similar note:

The colordiffuse and colorambient statements as used in the 'streetlamp' simulation on the other hand, don't have the fourth parameter and this is why the colour is always white.

Adding the fourth parameter to colordiffuse and colorambient will allow the colour of the lights to be changed.



Planck
« Last Edit: 29 Nov 2003, 00:28:40 by Planck »
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Leone

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Re:Lampost light
« Reply #29 on: 29 Nov 2003, 04:20:49 »
Ah I see....I had only played around with it using simulation=fire. Ta Planck  :)

Offline Planck

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Re:Lampost light
« Reply #30 on: 03 Dec 2003, 23:32:16 »
@Leone

I have played about with "size=" and have not found that they affect the "Light Fire" and "Put Out Fire" actions at all.

As far as I can tell this only affects the size of the light surface and consequently the maximum distance the light can be seen from.

Using "size=1", the light is just visible still at 300m.
Using "size=0.01" the light is just visible at about 12.5m.
Both these examples used "brightness=0".

I have a picture I was going to post......but the site wont let me...........never mind.  ;D


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

Leone

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Re:Lampost light
« Reply #31 on: 04 Dec 2003, 04:11:57 »
You tried size=0 with the Fire simulation? Hmmm...ok. I wonder though. At a certain point I no longer got the Light/Put Out Fire message, and I thought it was when I changed them to size=0. I can't really think of how else I did it.... :-\

Are you creating just a "glow" or is it attched to an object using a memory point?

Offline Planck

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Re:Lampost light
« Reply #32 on: 04 Dec 2003, 21:59:43 »
Example entry below Leone:

class LargeRunwayMarkerGreen: RunwayMarkerWhite
{
   displayName="Green Runway Marker (Large)";
   class Light
   {
      color[] = {0.0, 1.0, 0.0, 0.0};
      ambient[] = {0.0, 0.0, 0.0, 0.0};
      brightness = 0.0;
      Shape="koulesvetlo";
      size = 1.0;
      position = "";
   };
};

Also: model="empty" and simulation="fire".

The other light with size=0.01 produces a very tiny light suitable for instrument lighting or dashboards, if there was a way to attach them.  Probably with a proper model there would be.

With size=0, I still get the "Light Fire" and "Put Out Fire" options.

No memory points as I am not using a model this is only a config.cpp.

I also find flicker is very very minimal with brightness at 0.

The size seems to determine how far away the light will still be visible from.

Brightness seems to determine how much it illuminates its surroundings.



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

Offline Phaeden

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Re:Lampost light
« Reply #33 on: 04 Dec 2003, 22:55:41 »
I am not sure, but maybe changing whether it is global, or not may have something to do with the action menu "light fire."

My question is how do i add one of the "fire" objects and then "light" it so that it is always on - all this through WrpTool.

I am extremely close to being finished with my island - all I have left are airfield lights.  I have tried everything I can think of, but have so far been unable to get working lights.  Any help is appreciated.
Semper Fi

Leone

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Re:Lampost light
« Reply #34 on: 05 Dec 2003, 02:27:26 »
Interesting Planck. Like I said earlier, I don't have the Flare texture, so I have a "clearer" view of the object (koulesvetlo), and trust me, size = 0 gets rid of the object. As for the action....well further testing I guess, but at the moment I seem to have no actions popping up...which is good for me!  ;D

Maybe it's because I am CamCreating the objects and setpos-ing them? Might be one of those weird things  :-\

@Phaeden - you can't. The only ways I know of to have lights switch on (that are in a wrp file) are to either use the "switchlight" command and the object id numbers, or to base them off the lampa_ name and have the game engine do it for you.

Offline Phaeden

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Re:Lampost light
« Reply #35 on: 05 Dec 2003, 02:37:32 »
Does anyone have a working model that I could look at??  

I have been pulling my hair out for over a week trying to figure this devil out.  It is driving me nuts!

I need an object that I can place using WrpTool (or WrpEdit) that will "light up" - I am only interested in seeing the light and not the illumination effect on the surrounding areas.  I have tried (and failed) at making a "streetlamp" simulation, a "fire" simulation, modifying the obrye svetlo (sp?) object (which is a little white textured object (using cessna_light.paa)), and creating a custom object - all have failed.

My latest creation - a mod of the svetlo object results in seeing the correctly colored object (red, blue, green, etc) but only during the daytime.  At night the object is very dark - unlike the svelto object which is bright (even at night).  

This is all I need in order to publish my Gaia island.  I will give credit, etc. to anyone that can help me out.

Semper Frustrated
Semper Fi

Leone

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Re:Lampost light
« Reply #36 on: 05 Dec 2003, 05:45:52 »
Look at Col Klinks first post (previous page). He tells you what to call the object, and how to configure it  :)

You will want to config it so brightness = 0, size = some number, try 1 and go from there.

Offline Phaeden

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Re:Lampost light
« Reply #37 on: 05 Dec 2003, 06:08:10 »
Unfortunately, I have done all that - still with no joy.

I appreciate your help.
Semper Fi

BigD102471

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Re:Lampost light
« Reply #38 on: 15 Jan 2004, 22:14:07 »
Hey all I know this comes too little too late, but I took ground school back in the 80's and know what a runway's lights are supposed to appear like.

Unless you are dead set in making the lights sequence down the strip, solid white lights running along the sides were just as acceptable at the time.

It's the runway end lights that you would have a problem with. The principle lights back then had a double-sided light shroud on those running the width of the strip at the end with a green half of the shroud facing outward from the strip, and a red half facing inward. I would imagine that to be difficult to deal with in OFP but I suppose if you were really hard up you could rig up two rows of lights at each end of the strip of the appropriate color facing the strip.  

It's just a thought. ;D