Having Lightmaps affect Scene Objects?

  • #1, by JoelFriday, 13. November 2015, 23:23 5 years ago
    Hi Guys

    Everything works smashingly with my little project, i just have the following problem:

    I got a Guard Character that gets killed. When he's lying on the floor, i want him to have two Hotspots: One just for the Main Guy and one for the Key on his Belt. This is why i changed the Character from an actual Character to a Object, as soon as he's dead.

    Now, this of course means, that the dead Warden won't be affected by my lightmap. I just wanted to ask, if there's a way to include the objects into the lightmap somehow, maybe over a Lua script or something?

    If not, any other ideas? Unfortunately, we can't define action areas on Character Outfits or Animations, which would be awesome smile

    Thanks for your help!

    Joel (added some Screenshots for better understanding)

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  • #2, by tristan-kangSaturday, 14. November 2015, 01:52 5 years ago
    How about just tint the object manually? lol

    Black for body, white for head.

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  • #3, by JoelSaturday, 14. November 2015, 15:28 5 years ago
    Guess i'll have to do that then. For future features i think it would be nice if you could add Objects to Lightmaps.

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  • #4, by sebastianSaturday, 14. November 2015, 15:46 5 years ago
    i dont know, but i read anywhere that you can tint it via lua...Dont know if this was only for chars or also for objects.

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  • #5, by afrlmeSaturday, 14. November 2015, 20:37 5 years ago
    i dont know, but i read anywhere that you can tint it via lua...Dont know if this was only for chars or also for objects.


    Just characters.

    Light maps only tint the character a single color, which can also be done via Lua script & the CharacterTint data structure field. Just add the tint to the object via Photoshop or whatever you use. Alternatively create a semi-transparent layer (or layers) containing all the light tints & add them as scene objects. If you create multiple ones then you can control the z-index (object center) position that will affect when they will be on top of or below characters & objects. Just an idea - no idea if it will look ok or not.

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  • #6, by JoelSaturday, 14. November 2015, 21:21 5 years ago
    Thanks wink I guess i'll have to work around it then somehow by making the tint in Photoshop.

    This is kinda off-topic but i'm starting to feel bad for posting so much but:

    How are you guys go about testing your game? Is there a way to start the Game from a certain point, so i don't have to go through it from the beginning each time i want to test a new feature? Like setting an entry point for it?

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  • #7, by tristan-kangSaturday, 14. November 2015, 21:23 5 years ago
    Press Tab ingame. grin

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  • #8, by afrlmeSaturday, 14. November 2015, 21:54 5 years ago
    You could setup some key actions (released) that contain various actions to change to a specific scene, add some inventory items, update some conditions / values etc.

    You can also press TAB key to open the dev console (only when running game via editor). Type help to show a list of available commands. The dev console also has auto-complete so most of the time you don't need to type the full sentence / word out.

    Finally... it's also possible to setup your own developer console via an interface, which you add loads of buttons, conditions &/or scripts to, which contain actions / functions for updating various things. - It's something Daedalic Ent. do with their own projects, but it's quite complicated & would take you an age to set everything up correctly.

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  • #9, by JoelSaturday, 14. November 2015, 21:57 5 years ago
    Thanks for your tips guys, i'll look into it wink

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  • #10, by sebastianSunday, 15. November 2015, 12:50 5 years ago
    Ive setup a debug menu via interface where i add quick teleports to each scene, give all items and later several startpoints and setting a bunch of values/conditions

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