Topic Subject:Dynamic Lights: How to Add/Remove Shade, Relic, Fire Glow in AoMEE
Android 000 Mortal
(id: Android GRRR)
posted 07 August 2016 09:24 AM EDT (US)
So my friend Nick3069 got to the bottom of this and it turns out you can add one of +light +firelight and +goldlight to a model's DCL file to activate dynamic lights. Check the DCLs of Mummy, Relic, and Fire Giant for an example of each of those. (In \modelsfx.)
I guess the best part of this is that we can finally turn off that obnoxious green glow on Mummy and (Hades) Shade. I've already done so in my Visual Fix Pack if you are interested.
Don't give me all the credit, you're the one that brought it up and piqued my curiosity to go investigate.
WollieWoltaz Mortal
posted 07 August 2016 12:45 PM
EDT (US)
2 / 5
Can some of you provide some screens to show what the differences are between the +light +firelight +goldlight?
Android 000 Mortal
(id: Android GRRR)
posted 07 August 2016 02:43 PM
EDT (US)
3 / 5
Just add a Mummy (light), Fire Giant (fire light), or Relic (gold light) in the editor and you will see the difference. Basically, it's green, flickering orange/yellow, and plain yellow. You can play with the numbers in the DCLs but apparently that doesn't do anything, according to Nick.
The first 3 numbers affect the position (x,y,z) the next 3 affect the color (r,g,b) and the last is the size.
I was always annoyed that they did it this way and not in a proper way like a lot of things in the extended edition... They should have added it to the anim as something you could attach to an attachpoint. Now If I'm correct and you hit the shades with a meteor they will fly away but the light will remain at the same height because dcl files are terrain bound.
We cannot rely on luck to be successful.
Android 000 Mortal
(id: Android GRRR)
posted 08 August 2016 05:17 AM
EDT (US)
5 / 5
Thanks Mario
I'm guessing that in your Meteor scenario the lights would follow, because the selection circles follow as well. I haven't tested it though.