So I'm playing around with lighting at night, and I have certain effects that emit a light, and in order to keep that where I want it to be, I have certain settings set in lighting.
The problem is, certain models still show very brightly, and I want to dim them down. Right now I have a working set of events on those actors that change the opacity so they're not so bright (a behavior sets off those events)
What I'm curious about, is whether or not I can just have a separate actor attached to the behavior that does the same effect so I don't have to add those events to every actor. What I mean is, I want to attach an actor to that behavior, so that any unit with that behavior changes opacity when it has it. Anyone know if that's possible? - for an actor attached to a behavior to give properties to a unit actor?
On slightly different note, does anyone know if it's possible to change the diffuse / specular / emissive lighting of only a specific unit? Otherwise I'll just keep using opacity.
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Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
Just connect a simple type actor with the behavior and actors attached to the unit with the behavior will exhibit those simple type actor properties?
In terms of the opacity, I'm just looking for a shortcut to add 1 actor to 1 behavior instead of changing every unit actor to exhibit the properties when the behavior is applied
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Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
Look at the Seeker Missile Tint actor. Create it when the behaviour is on and then on actor creation have your set opacity targeting the _Unit reference.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Ah, thanks! Know how to do that now. I've realized that even with that, it's not really a viable solution since I'd then have to create a whole slew of behaviors / effects for shinning light on said object... which I might still have to do, but for now I"m going to keep trying the lighting editor to get the desired effects.
Rollback Post to RevisionRollBack
Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
Thanks again dr evil, I ended up getting a light set I was happy with, after hours of tweaks, but I'm sure that _Unit reference will come in handy plenty of times :D
Rollback Post to RevisionRollBack
Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
I am going to have to use it after all, the lighting is so annoying...almost as much as missiles.
Yes this is solved, thanks
Rollback Post to RevisionRollBack
Starcraft2 mapping is an art. It is inspired by the soul and crafted from within and brought out, but not all artists have the skills to create it, which is why I need data/trigger editors. Come find me if you want to be part of something great.
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So I'm playing around with lighting at night, and I have certain effects that emit a light, and in order to keep that where I want it to be, I have certain settings set in lighting.
The problem is, certain models still show very brightly, and I want to dim them down. Right now I have a working set of events on those actors that change the opacity so they're not so bright (a behavior sets off those events)
What I'm curious about, is whether or not I can just have a separate actor attached to the behavior that does the same effect so I don't have to add those events to every actor. What I mean is, I want to attach an actor to that behavior, so that any unit with that behavior changes opacity when it has it. Anyone know if that's possible? - for an actor attached to a behavior to give properties to a unit actor?
On slightly different note, does anyone know if it's possible to change the diffuse / specular / emissive lighting of only a specific unit? Otherwise I'll just keep using opacity.
Use a Simple type actor to change the opacity.
Light sources built into models are extremely problematic. There are lighting actor event actions but I have not yet had any luck with them.
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
Just connect a simple type actor with the behavior and actors attached to the unit with the behavior will exhibit those simple type actor properties?
In terms of the opacity, I'm just looking for a shortcut to add 1 actor to 1 behavior instead of changing every unit actor to exhibit the properties when the behavior is applied
Look at the Seeker Missile Tint actor. Create it when the behaviour is on and then on actor creation have your set opacity targeting the _Unit reference.
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
Ah, thanks! Know how to do that now. I've realized that even with that, it's not really a viable solution since I'd then have to create a whole slew of behaviors / effects for shinning light on said object... which I might still have to do, but for now I"m going to keep trying the lighting editor to get the desired effects.
Thanks again dr evil, I ended up getting a light set I was happy with, after hours of tweaks, but I'm sure that _Unit reference will come in handy plenty of times :D
so solved?
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
I am going to have to use it after all, the lighting is so annoying...almost as much as missiles.
Yes this is solved, thanks