MechWarrior001 Posted July 10, 2009 Share Posted July 10, 2009 Is it possible to attach dynamic lights to lightsabers? And would it be possible to configure that/those dynamic light(s) to accept a color-change source based on what color crystal is loaded into the lightsaber at that time. (Ie: Blue crystal would cause somewhat of a bluish color, silver would be grayish, red would obiously be red) Link to comment Share on other sites More sharing options...
TriggerGod Posted July 10, 2009 Share Posted July 10, 2009 ...Dynamic lights? No, it won't be possible. Unless some new breakthrough has been made, (and I would've figured out by now...) both games' have limits. 1) They will only accept Aurora Lights 2) Until we break the animations of lightsabers, we can't even edit the planes (the saber blade) in our 3d program. Link to comment Share on other sites More sharing options...
MechWarrior001 Posted July 10, 2009 Author Share Posted July 10, 2009 Hmm, what about attaching the light to the hilt model? Will that work? Link to comment Share on other sites More sharing options...
TriggerGod Posted July 10, 2009 Share Posted July 10, 2009 No, it wouldn't. I'm not even sure its possible to actually merge the two (a solid mesh with something that... doesn't actually exist), let alone successfully export the hilt Link to comment Share on other sites More sharing options...
MechWarrior001 Posted July 10, 2009 Author Share Posted July 10, 2009 Hmm, I'm still new to KOTOR modding. How do dynamic lights & light sources work in KOTOR/TSL? Link to comment Share on other sites More sharing options...
TriggerGod Posted July 10, 2009 Share Posted July 10, 2009 I haven't tried a lot of it, but most, if not all, of KOTOR and TSL's lighting effects (glows, shadows, that kind of stuff) is dictated through the lightmaps. We (the major area modelers that is) have figured out how do get custom lightmaps to work in our own custom areas (just waiting on a new KAurora version), and also figured out that the current lightmaps of Bioware and Obsidian are just a bunch of lightmaps condensed into one (tiny) image. Aurora Lights seem to have the same effect that Omni lights give in [G]Max. Its just that because of the engine, we also have to do lightmaps to give it the true feeling of what an Omni light does. Link to comment Share on other sites More sharing options...
MechWarrior001 Posted July 10, 2009 Author Share Posted July 10, 2009 So, in other words, everything in KOTOR runs off of a one, central lightmaps? Hmm, can u adjust the quality of lightmaps when generating them like you can in Halo: Custom Edition? Link to comment Share on other sites More sharing options...
TriggerGod Posted July 10, 2009 Share Posted July 10, 2009 So, in other words, everything in KOTOR runs off of a one, central lightmaps? Hmm, can u adjust the quality of lightmaps when generating them like you can in Halo: Custom Edition? not sure how Halo works, but you can edit them in your picture editing program. Thats how I changed the red glow in the Malachor academy into a blue glow for a big mod I'm working on. I'm sure if you used a blow-up technique/plugin (AFAIK, there is only plugins for Photoshop), you can enhance the current lighting effects in K1 and TSL. But considering the sheer amount of lightmaps for just 1 module, you can expect it to take up a little more space then your average mod you get on KFiles. Link to comment Share on other sites More sharing options...
MechWarrior001 Posted July 10, 2009 Author Share Posted July 10, 2009 Hmm, Halo's lightmaps are 16-bit, color-key transparency DXT1 (I think) compressed textures. I'll try to get a example pic for you. Link to comment Share on other sites More sharing options...
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