Hey so I made an awesome light that looks like its dark and indoors, while using light doodads to turn on and off the lighting for the rooms, However, now the "Blood Splat" doodad returns pitch black, and so does every other doodad with the blood in it. I'm looking for a way to make it so it's not affected by the lighting, or an alternate model that doesn't get affected by it. All the other models in game have their color working fine, I think it's the way the alpha channels work on the blood.
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Zergling Blood : starcraft://map/1/35684
Game of Thrones : starcraft://map/1/189756
Tacticraft : starcraft://map/1/223625
Yeah, I think the problem is my ambient lighting sets the diffuse and specular multiplier to 0, to appropriate hide units in unlighted areas, unfortunately, the blood seems to take this value all the time, and not just when there isn't any light on it like most other models. This means that even with the HDR so high, it still just makes the black look more black, rather than shine the red through.
I created a second "region" of lighting to use that applies diffuse and specular, then made the ambient a red light. Now anywhere there's blood I use that. It doesn't look so great, and I can't toggle it on or off, but the bloods still red and the light is a pretty eerie glow.
It looks like those red emergency lights so that's not bad, I just put them and a couple of those emergency light doodads in strategic locations to make it work. In the map, I have "sanity zones" where if you stand there too long your "sanity" stat decreases, the red light is a good indicator for these zones, though it's pretty much just a clever work around.
Hey so I made an awesome light that looks like its dark and indoors, while using light doodads to turn on and off the lighting for the rooms, However, now the "Blood Splat" doodad returns pitch black, and so does every other doodad with the blood in it. I'm looking for a way to make it so it's not affected by the lighting, or an alternate model that doesn't get affected by it. All the other models in game have their color working fine, I think it's the way the alpha channels work on the blood.
Tried setting the HDR using a Set Tint Color actor event?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Yeah, I think the problem is my ambient lighting sets the diffuse and specular multiplier to 0, to appropriate hide units in unlighted areas, unfortunately, the blood seems to take this value all the time, and not just when there isn't any light on it like most other models. This means that even with the HDR so high, it still just makes the black look more black, rather than shine the red through.
I created a second "region" of lighting to use that applies diffuse and specular, then made the ambient a red light. Now anywhere there's blood I use that. It doesn't look so great, and I can't toggle it on or off, but the bloods still red and the light is a pretty eerie glow.
It looks like those red emergency lights so that's not bad, I just put them and a couple of those emergency light doodads in strategic locations to make it work. In the map, I have "sanity zones" where if you stand there too long your "sanity" stat decreases, the red light is a good indicator for these zones, though it's pretty much just a clever work around.