Post by neosark on Jun 15, 2003 19:09:57 GMT -5
;Dok, so i was fooling around with the light properties and i happend to discover howto make myself a light object! on further research, i found that i could produce an "Aura"....well, it might take some experimentation to get ur favorite color, but heres the code:
set <skin> lightbrightness <see below>|set <skin> lightsaturation <see below>|set <skin> lighthue <see below>|set <skin> lightradius <see below>|set <skin> lighteffect <see below>|set <skin> lighttype <see below>
fill in the spaces as needed:
light saturation, hue, brightness: these get your basic color mixings, the range of values is from 0-255, brightness controls its intensity, saturation contols how much of the color goes into it, and hue controls the color itself.
lightradius: generally, its the same as above for range values, but i put it separate so that you know that a radius of 255 would cover the ENTIRE map, try to keep it under 15, so it doesnt annoy anyone.
lighteffect: this is the type of effect that the aura will have...try some of these:
LE_None (default effect )
LE_TorchWaver
LE_FireWaver
LE_WateryShimmer
LE_SearchLight
LE_SlowWave
LE_FastWave
LE_CloudCast
LE_StaticSpot
LE_Shock
LE_Disco
LE_Warp
LE_SpotLight
LE_NonIncidence
LE_Shell
LE_OmniBumpMap
LE_Interference (my fav)
LE_Cylinder
LE_Rotor (second fav)
LE_Unused
lighttypes: these determine what your aura will visually do, well, read below, you'll understand
LT_None (default as well, this has to be on at least steady to actually project the aura)
LT_Steady(very good to see ur LE)
LT_Pulse
LT_Blink
LT_Flicker
LT_Strobe(i hate this one...)
LT_BackdropLight
LT_SubtlePulse
LT_TexturePaletteOnce(?i dunno?)
LT_TexturePaletteLoop(?i dunno?)
thats all about auras!
8-)l8rs
set <skin> lightbrightness <see below>|set <skin> lightsaturation <see below>|set <skin> lighthue <see below>|set <skin> lightradius <see below>|set <skin> lighteffect <see below>|set <skin> lighttype <see below>
fill in the spaces as needed:
light saturation, hue, brightness: these get your basic color mixings, the range of values is from 0-255, brightness controls its intensity, saturation contols how much of the color goes into it, and hue controls the color itself.
lightradius: generally, its the same as above for range values, but i put it separate so that you know that a radius of 255 would cover the ENTIRE map, try to keep it under 15, so it doesnt annoy anyone.
lighteffect: this is the type of effect that the aura will have...try some of these:
LE_None (default effect )
LE_TorchWaver
LE_FireWaver
LE_WateryShimmer
LE_SearchLight
LE_SlowWave
LE_FastWave
LE_CloudCast
LE_StaticSpot
LE_Shock
LE_Disco
LE_Warp
LE_SpotLight
LE_NonIncidence
LE_Shell
LE_OmniBumpMap
LE_Interference (my fav)
LE_Cylinder
LE_Rotor (second fav)
LE_Unused
lighttypes: these determine what your aura will visually do, well, read below, you'll understand
LT_None (default as well, this has to be on at least steady to actually project the aura)
LT_Steady(very good to see ur LE)
LT_Pulse
LT_Blink
LT_Flicker
LT_Strobe(i hate this one...)
LT_BackdropLight
LT_SubtlePulse
LT_TexturePaletteOnce(?i dunno?)
LT_TexturePaletteLoop(?i dunno?)
thats all about auras!
8-)l8rs