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FPSC Classic Models and Media / How do you put light in the lamps?

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Posted: 19th Feb 2009 15:32
I want to put a light in the scifi\wall furniture\light2.
It looks fake if I put a light near it.

I can't texture. I'm not an artist.
Red Eye
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Posted: 19th Feb 2009 16:54
you are at the wrong section, but right click on the light, go in the preferences to effects..click..effectbank...illuminont (dont know how to type)...then aply it...and voila


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Posted: 20th Feb 2009 20:25 Edited at: 21st Feb 2009 17:00
I don't know what file it is because you spelled it wrong.


EDIT: Will doing the ill something change the lighting? How do I select the light from light2

I can't texture. I'm not an artist.
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Posted: 21st Feb 2009 17:01
Read my edit ^
|
|

I can't texture. I'm not an artist.
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Posted: 26th Feb 2009 13:01
hello??? I need to put light on the lamps! I have waited to long and no one is replying!!

I can't texture. I'm not an artist.
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Posted: 16th Mar 2009 18:41
Hello??? ... 1 month later nothing...

I can't texture. I'm not an artist.
wizard of id
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Posted: 16th Mar 2009 19:08
Well
No you can't the lamp is a solid object so it won't emit light what you need to do is to model a new lamp big enough for the light source to fit in then model glass windows as a single entity and import as a segment apply the cubeent shader insert the light and it should work.

the other option is to model a cone which is hollow import as a static entity place 3 ranged lights around the lamp place the cone over the lamp make sure the the cone is big enough to fit the lamps and all light sources apply the cubemap/cubeent shader to the cone and the cone will be invisible but still be there.The cone doesn't even need a texture only works with the standard FPSC X9


And no need to be so rude asking kindly would have worked much better

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Posted: 16th Mar 2009 19:31
Sorry for being so rude. And I can model. I just can't make the object diagonal in milkshape 3d. And after I export it to a .X and put it in the user folder of entitybank, I open up FPSC and try it out. EVERY time I test it, it is sooo small. I even made it sooooo big in milkshape 3d! I need help.

I can't texture. I'm not an artist.
Crusader2
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Posted: 16th Mar 2009 20:00
Change the scale in the .fpe file.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
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Posted: 16th Mar 2009 20:12
change the scale to what?

I can't texture. I'm not an artist.
Red Eye
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Posted: 16th Mar 2009 20:19
play with it..100 or 80


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Posted: 16th Mar 2009 20:22
Quote: ""


Lol. I will try it.

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wizard of id
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Posted: 16th Mar 2009 20:37
okay as a favour I will model the mesh create the entity all you have to do is uv mapping and importing

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wizard of id
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Posted: 16th Mar 2009 20:54
Okay this is what I have come up with I need to enlarge it a bit but you can clearly see the directional light mapping.Will upload a bit later with instructions.

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wizard of id
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Posted: 16th Mar 2009 22:16
here is an example of the type of mesh you can use to give a directional lighting effect.Import to FPSC as a entity don't worry about textures any will do and apply the cubeent.fx shader to it will be invisible but collison detection will still be enabled also shaders has to be on by default to make it insivible.

Resize enlarge as you like. just to give you an idea what I mean.

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Posted: 16th Mar 2009 22:45
When I put the .x file in entitybank\scifi\wall furniture, it doesn't appear in the editor!

I can't texture. I'm not an artist.
wizard of id
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Posted: 16th Mar 2009 23:36
You first need to import it!!!!

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AaronG
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Posted: 16th Mar 2009 23:42
Just use the included light shader that comes with FPSC. I believe it's called illuminationent.fx.


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Posted: 17th Mar 2009 00:41
Quote: "ust use the included light shader that comes with FPSC. I believe it's called illuminationent.fx.
"


k

I can't texture. I'm not an artist.

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