Re: Guide to new lighting features in 4.0RC1 [message #477231 is a reply to message #473749] |
Wed, 21 November 2012 22:24   |
Generalcamo
Messages: 522 Registered: October 2010
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Colonel |
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If you are still having problems, it might be an outdated level editor. I just had this problem, so here are a few steps you can take:
Download the level editor, RC1, from the TT website.
Copy/Paste the following files from the Renegade Directory to the Level Edit Directory:
Scripts.dll
TT.dll
TTLE.dll
Shaders.dll
MemoryManager.dll
TTCore.dll
It should now work.
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Re: Guide to new lighting features in 4.0RC1 [message #477529 is a reply to message #477517] |
Thu, 29 November 2012 23:25   |
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saberhawk
Messages: 1068 Registered: January 2006 Location: ::1
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General (1 Star) |
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generalcamo wrote on Thu, 29 November 2012 12:41 | I can no longer get very bright transparent meshes with this on, by just using Add and a texture.
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The way you are supposed to set up emissive materials (aka bright glowy things not affected by lighting) is by setting the Emissive color to white and the Diffuse/Specular colors to black and not relying on a bug in precomputed lighting.
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Re: Guide to new lighting features in 4.0RC1 [message #478125 is a reply to message #473749] |
Sat, 22 December 2012 12:52  |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
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Commander |
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Some updates on the tool usage. When exporting the two sets of wlt files, on, off.. when merging the two in wltmake it replaces the light color information. My issue was that the PT green light was somehow turned into yellow, and it showed up when full health and at no power/dead state. I had set the alive state to green and dead state to red. I can provide files if needed. I did delete some lights from one wlt state, maybe that caused the issue?
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