UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Light issues

broken avatar :(
Created 11 years ago
by Soy-Yo
0 Members and 1 Guest are viewing this topic.
2,396 views
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
Signature
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
I have some problems with light stuff.
The first is that the lights in the cubes don't affect the door models. And the doors look like this:



At the beginning the doors were in a prefab and the lights in the map. Now, they all are in the prefab.

And the second one is that the skybox (I think it is) makes the map blue in the below part of it. I have lightgrid volume and lightgrid sky.

 

Why does it happen? ??? Any ideas?
Marked as best answer by Soy-Yo 11 years ago
broken avatar :(
×
broken avatar :(
Location: fi
Date Registered: 25 June 2013
Last active: 2 years ago
Posts
3,997
Respect
Forum Rank
Eviscerator
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
×
HitmanVere's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Has released one or more maps to the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
1st. Script models are always like that, where lighting doesnt affect them, from what I have seen
2nd. Open mapname/maps/createart/mapname_art and comment out this line to remove fog:
Code Snippet
Plaintext
level thread fog_settings();
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
1st. Script models are always like that, where lighting doesnt affect them, from what I have seen
2nd. Open mapname/maps/createart/mapname_art and comment out this line to remove fog:
Code Snippet
Plaintext
level thread fog_settings();
Thanks. The second problem is solved. :)
But for the first, I tested it in another map and works. It's also a script_model but the only difference is that the light and the model are "in the map" instead of in a prefab:

broken avatar :(
×
broken avatar :(
Location: fi
Date Registered: 25 June 2013
Last active: 2 years ago
Posts
3,997
Respect
Forum Rank
Eviscerator
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
×
HitmanVere's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Has released one or more maps to the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
Thanks. The second problem is solved. :)
But for the first, I tested it in another map and works. It's also a script_model but the only difference is that the light and the model are "in the map" instead of in a prefab:

(Image removed from quote.)

Stamp the prefab then and try, so its in map
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
Stamp the prefab then and try, so its in map
I thought that but I can't do it now because the prefab might change in the future.
Just wanted to know if there were another possibility.
Thank you.
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 6 years ago
Posts
6,875
Respect
Forum Rank
Immortal
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
Signature
If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social LinksHarryBo000[email protected]HarryBo21
I thought that but I can't do it now because the prefab might change in the future.
Just wanted to know if there were another possibility.
Thank you.
stamped or not shouldnt matter anyway, the prefabs should not be any different, they get stamped via compile anyway, just with auto assigned names
Last Edit: October 17, 2015, 07:29:49 pm by Harry Bo21
broken avatar :(
×
broken avatar :(
Location: esMadrid
Date Registered: 27 March 2015
Last active: 5 years ago
Posts
371
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Personal Quote
JIGGLYPUFF used SING! YOU fell asleep!
×
Soy-Yo's Groups
Soy-Yo's Contact & Social LinksSoy-yoElCerdoRey
It isn't working anyway. :-\
I was going to take some snapshots of the map and stamped some prefabs but the lights didn't affect the doors. Then I removed the doors and lights from the prefab and put them "in the map" and didn't work neither.
But in the test map it's still working.
I can't understand what's the difference. ???

 
Loading ...