Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Nuke on May 22, 2003, 03:36:50 pm

Title: glowpoint tutorial?
Post by: Nuke on May 22, 2003, 03:36:50 pm
is there a tutorial on how to implement glowpoints?
Title: glowpoint tutorial?
Post by: Bobboau on May 22, 2003, 08:39:48 pm
useing  Aurora (or a version of PCS that suports them) add them, they work like thruster glows, but in the properties section you put in $glow_texture=nameoftexturehere
the extra stuff (ie not seen in the thrusters section) is optional, the biggest thing is the type wich currently can be 0 or 1,
0 being a normal thruster like glow (if you give it a normal of 0,0,0 it will always be visable),
and 1 being a beam like glow (starting from 'point' and ending at 'Normal')
parent object refers to the submodel number that this glow bank is conected to (coordanants are global, ie not relitive to the subobject)
on time and off time are self evedent, disp time is the time that on and off time will be displaced by.
LOD is currently not implemented
Title: glowpoint tutorial?
Post by: Nuke on May 23, 2003, 02:53:55 am
cool, thanks. it will be another thing for me to do with my fleet.