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Teleporter light.

Posted: Fri Nov 28, 2008 4:02 pm
by tucker933
Does anyone know how to alter the teleporter light? The light around the teleporter origin, the light that shines on the ground around the entrance tele. I would like to either get rid of it or change the color.
I cant seem to find it anywhere in the lightmaps.

Posted: Fri Nov 28, 2008 4:33 pm
by Altimit01
What you want are ligh tags. For the bloodgulch style teleporter those are:
ligh: effects\lights\coop teleport
ligh: effects\lights\coop teleport circular

Those affect the light color. The bitmaps I'm sure you're familiar with but just incase:
bitm scenery\teleporter_base\bitmaps\base volumetric dust
bitm scenery\teleporter_base\bitmaps\teleporter_dust

Posted: Fri Nov 28, 2008 4:45 pm
by tucker933
Altimit01 wrote:ligh: effects\lights\coop teleport
ligh: effects\lights\coop teleport circular
That's for coop tele light if you don't remember from the campaign teleport on coop play on the xbox.

And the latter is bitmap of the actual tele, which isn't what I want, I wanted to alter the residual light.

Posted: Fri Nov 28, 2008 5:53 pm
by Altimit01
So the other kind of teleporter? It's still going to be a ligh tag. Which one exactly because I don't really understand:
the campaign teleport on coop play on the xbox

Posted: Fri Nov 28, 2008 6:13 pm
by DeadHamster
when one player crosses a load zone in campaign, the other person has to be brought to that point or else they'd exist in a non-loaded section of the map. So the game teleports them to that spot, and this yellow ring appears around them. Thats what that tag is I believe.

Posted: Fri Nov 28, 2008 6:25 pm
by tucker933
Altimit01 wrote:So the other kind of teleporter? It's still going to be a ligh tag. Which one exactly because I don't really understand:
the campaign teleport on coop play on the xbox
Yes, the normal multiplayer is the one with the light I want to alter or remove, the tags you were pointing out in the lightmaps from the coop tele DeadHamster explained.

You know say on bloodgulch, the light being emitted from the entrance tele shines out the ground green etc. well I would like to change that light color or remove it. If you still don't understand then I shall fetch a screenshot.

Posted: Fri Nov 28, 2008 6:39 pm
by Altimit01
Yeah I see it now. Odd, there's no ligh tag for it and the scex tag doesn't show any emitted light data. Unless it's in the bitmap I really couldn't say.

Posted: Fri Nov 28, 2008 7:09 pm
by DeadHamster
it could be. the AR has a blue tint around the display for the "light" given off by the counter.

Posted: Sat Nov 29, 2008 12:15 am
by tucker933
Alright well I'm taking that as I will have to make a new skin...
BTW you guys, my mod is coming along very nicely, but the competition looks stiffer than before, good luck fellas.

Posted: Sat Nov 29, 2008 2:34 am
by Philly
I'm pretty sure it's in the lightmaps.

Posted: Sat Nov 29, 2008 10:46 am
by DeadHamster
This is truth.

I just thought that the bitmap used on the teleporter is not solely for the teleporter, so it must be lightmaps.

Good Call Philly.

Posted: Sat Nov 29, 2008 12:08 pm
by Andrew_b
The teleporter can be one of 2 things. The model can either include a node for the light tag to be shown, or the shader for the teleporter is a shader_transparent or a shader_transparent_chicago. If this is the case, you will not need to edit any tags, just edit the lightmaps. Shader_Transparent* emits static light, so when tool or sapien is creating the lightmaps, the light will be shown. If you change that tag in PC, nothing will happen, so you will just need to change the lightmaps.

You got it?

If you have any other lighting questions, feel free to ask me. I know my stuff when it comes to lighting maps.

Also, if anything on this post is wrong, I'm sorry, I'm going off of memory. I'm on vacation.

@ Philly, in a PC view, correct.

@ DeadHamster, It may be a bitmap on the teleporter. What? :?

Posted: Sat Nov 29, 2008 12:14 pm
by DeadHamster
The green glow could have been similar to the Assault Rifle's blue around the display and on the stock of the weapon in front of the display. There's a blue tint on the actual bitmap. It could've been similar, had it not been a shared bitmap across multiple maps.


tl;dr: You're Right, I'm Wront

Posted: Sat Nov 29, 2008 12:16 pm
by Andrew_b
The assault rifle has no lighting, static or dynamic. The actual bitmap has the blue tint from the screen.

Posted: Sat Nov 29, 2008 12:19 pm
by DeadHamster
that is exactly what I just said. Literally.

I thought it MIGHT have been the same with the teleporter, just a green tint on the bitmap. it's not.

Anyway, dont listen to my idea, it's obviously wrong.

Posted: Sat Nov 29, 2008 12:24 pm
by Andrew_b
Oh, I see what you're saying.

The teleporter model is about 10 verts. It has a material that is rendered on both sides (%) and is also transparent (& [I think, stupid CE codes]). The shader the model uses is most likely a S._T.* This means the texture can emit light. This is how I light all my maps. When the lightmaps are being made, the texture will emit the static light.

Basically: The texture emits light that is not their unless lightmaps are ran. to edit it, just edit the lightmaps. In CE, you would actually edit the emitted light section of the tag, then run lightmaps.

Posted: Sat Nov 29, 2008 1:10 pm
by tucker933
Andrew_b wrote:The teleporter can be one of 2 things. The model can either include a node for the light tag to be shown, or the shader for the teleporter is a shader_transparent or a shader_transparent_chicago. If this is the case, you will not need to edit any tags, just edit the lightmaps. Shader_Transparent* emits static light, so when tool or sapien is creating the lightmaps, the light will be shown. If you change that tag in PC, nothing will happen, so you will just need to change the lightmaps.

You got it?

If you have any other lighting questions, feel free to ask me. I know my stuff when it comes to lighting maps.

Also, if anything on this post is wrong, I'm sorry, I'm going off of memory. I'm on vacation.

@ Philly, in a PC view, correct.

@ DeadHamster, It may be a bitmap on the teleporter. What? :?
It doesn't appear to change anything =\
I'll hit you up on Xfire.

Posted: Sat Nov 29, 2008 1:47 pm
by Andrew_b
You edited the lightmap correct? Editing the S_T_C does nothing in PC. You have to edit the lightmap in photoshop. Editing the S_T_C will only change the static light. Static light is not dynamic, so it is not shown ingame. Static light only changes how the lightmaps work if they are ever ran (in tool [A CE app]). Hope that cleared up some confusion.

Posted: Sat Nov 29, 2008 1:50 pm
by tucker933
Andrew_b wrote:You edited the lightmap correct? Editing the S_T_C does nothing in PC. You have to edit the lightmap in photoshop. Editing the S_T_C will only change the static light. Static light is not dynamic, so it is not shown ingame. Static light only changes how the lightmaps work if they are ever ran (in tool [A CE app]). Hope that cleared up some confusion.
I have MS Paint =p

Posted: Sat Nov 29, 2008 3:38 pm
by DeadHamster
so?

Get something better, or get used to paint.

Paint.net-Free, very usefull tool. I use this and enjoy using it.

GIMP-Also free, I dislike it VERY much.