moonsense715 Posted March 2, 2015 Report Share Posted March 2, 2015 Author: Slave, Raptor-RSF Skill level: 3 In this tutorial you will learn how to create basic (flashing) lights in renx or 3dsmax. In the example above is showed the flashing light explained in this tutorial. It works the same as the basic lights, seen on the Ion Beacon and MCT's but with some additional settings. Step 1 Download the Tutorial files. Step 2 Open renx or 3dsmax and create a plane (size doesn't matter). Step 3 Rotate the Privot -90 degrees on its y-axe. Step 4 Modify the setting in the "W3D Export Settings" rollout as shown below. Step 5 Set up the texture in the "Renegade Material Editor". To edit the light color just click on the "Emissive" colorbar to modify it. Step 6 (optional) You may rescale the plane to 2x2 meter and lift it to 0,5 meters for ingame testing. Step 7 Export the file as a normal "Hierarchical Model". If you want to test your flashing light in the game, just save it to w_c4-p.W3D and place it into the renegade "Data" folder. Run Renegade and look at the Proximity C4 (landmine) while its on the ground. Warning: Renaming the file after export may result in errors and game crashes. Adjusting the lightflash - If you want the light to have a faster flash, just edit the "VPerSec=..." Argument. - If you want the light to have a different flash pattern, just edit the gradient texture. The flash pattern moves in the direction of the red arrow: Credits: - Slave (Knowledge of the flashing light and creator of the gmax file) - Raptor [RSF] (Writing this tutorial) 0 Quote Link to comment Share on other sites More sharing options...
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