Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Starman01 on January 30, 2005, 02:56:54 am

Title: Limit of Glowpoints
Post by: Starman01 on January 30, 2005, 02:56:54 am
Not sure this is the right forum herefor, but can someone pls tell me what the current maximum for Glowgroups and glowpoints (overall per modelfile), and glowpoints inside a glowgroup is?

I want to add moving runway-lights, but for a good looking effect I will need around 40 glowpoints (in at least 20 glowgroups, 2 points per group), but the more the better :)
Title: Limit of Glowpoints
Post by: WMCoolmon on January 30, 2005, 03:12:22 am
Everyone in the WCS should have their title set to "Bigger! Bigger! Oh..." :p

But in this case, you're in luck. There is no limit from what I can tell.
Title: Limit of Glowpoints
Post by: Starman01 on January 30, 2005, 03:26:56 am
:lol:

No limits, that's most excellent :)

I already did that with 20 glowpoints on one carrier-model, and this really looks awesome, escpecialy with the correct ambient-lights (i.e. when the ships back is in the dark).  :D

(Maybe I will going to add glass-windows inside the hangar-wall, from were you can look into the cantina, and there are candles with glowpoints on the table?? That would be nice. Ah, just kidding ;7

Thanks.

Starman©
Title: Limit of Glowpoints
Post by: Nuke on January 30, 2005, 05:22:02 am
i just wish pcs was a little bit more stable when working with gunpoints. if you try to do a global import from a pof with glowpoints pcs will hang, if you try to import the glopoints chunck, pcs hangs. that means every time i update a model (which im doing all the time), i have to manually imput the glowpoint data. hopefully this will be resolved with pcs2. this is one thing that seriously needs autogen support.
Title: Limit of Glowpoints
Post by: Lynx on January 30, 2005, 05:26:21 am
Quote
Originally posted by WMCoolmon
Everyone in the WCS should have their title set to "Bigger! Bigger! Oh..." :p


That's Inferno you're thinking about.:p
Title: Limit of Glowpoints
Post by: Fury on January 30, 2005, 05:32:26 am
No, I think he got it right the first time actually.
Title: Limit of Glowpoints
Post by: Starman01 on January 30, 2005, 06:25:18 am
Quote
Originally posted by Nuke
i just wish pcs was a little bit more stable when working with gunpoints. if you try to do a global import from a pof with glowpoints pcs will hang, if you try to import the glopoints chunck, pcs hangs. that means every time i update a model (which im doing all the time), i have to manually imput the glowpoint data. hopefully this will be resolved with pcs2. this is one thing that seriously needs autogen support.


I second that. It seems also to be a problem, when you have a model with glowpoints open, and then open another one. The last entry from the old is somewhat taken over in the new one.

But I pretty sure, that Kazan will fix this in PCS2  :)