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Help Please.

Started by yell0w_lantern, August 14, 2007, 07:50:19 AM

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yell0w_lantern

I can't figure out how to export lights on a mesh that actually light up the surroundings. Are they Omni lights, target lights or what? Do we have any idea what the settings are? I tried using NIFskope to figure it out and I also tried the NIF import function from NIFtools but I didn't understand what I was reading. Also the NIF importer brings the lights in as Omni lights and NIFskope lists them as point lights (whaterver point lights are I can't find them in Max 5.1 - only target lights sound relatively close).

I'm also wondering why the weapon node on meshes I'm exporting are not working - every time a fx for the weapon node is used, the FX seems to originate from the root_note_track. I thought the weapon just wasn't exporting with its animations so I linked it to the right hand (after placing it correctly) but it still comes from the bottom.

Gosh, 3R exporting is confusing.

Lunarman

Are you using the unpublicly released FFVTTR exporters? If not then I don't think you'll be able to make glowing meshes. I have a feeling that even those given the beta exporters couldn't make glowing meshes because it was not added in the release.

But I'm not 100% certain

cmdrkoenig67

YL...I don't know if this will help, but Revenant got FFVTTR light emitters working on the original FF bonfire and torch_pole object meshes for me....Perhaps he can assist you?

Dana

See link below...

http://freedomreborn.net/archive/index.php?topic=42654.0

yell0w_lantern

Great news!
I looked back through the Art docs and found the tutorial for making dynamic lighting objects then applied the directions to a character mesh and voila!
Guy Gardner with Aura now gives off green light.
Unfortunately, I'm still running into the weapon node problem.

Revenant

That sounds awesome yellow lantern, I was doing it with NifSkope but I couldn't get the color of light emitted to change from fire-light colors.

yell0w_lantern

It was surprisingly easy unlike this weapon node issue. I'd release the darn thing if I could fix the weapon node.

yell0w_lantern

I'm not exactly sure what the problem is. I'm almost positive that attaching the weapon directly to the root_note_track is essential but I think that when I tried that with a weapon node from an older model it still didn't work. I think I may have to merge in the weapon node from Nocapeman and reanimate it.