Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

80 ratings
Standalone street lights
   
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Building
Buildings (by category): Decoration
File Size
Posted
Updated
6.481 MB
24 Oct, 2019 @ 2:40pm
30 Oct, 2019 @ 9:36am
2 Change Notes ( view )

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Standalone street lights

Description
A basic lamp post that offers some lighting outside of
the narrow constrain of the 'high-end' paved road with
sidewalks, ie., in more modest, rural, or industrial settings.
20 Comments
Korghas 16 Feb, 2023 @ 4:11am 
@Pingu's Revenge: at the current build you have to save and reload the save for the lights to work. But that's just optics, the lanterns on the road do invrease your max speed at night, these don't
Pingu's Revenge 12 Jul, 2022 @ 3:48pm 
does not work for me:medkit: except the a has a power consumption indicator
Pingu's Revenge 28 Jun, 2022 @ 8:14am 
finally i don't have to remove & rebuild a hundred kilometers of road just because the lanterns spawn on the wrong side :wololo::highlvl:
U-KnockedOutBro 25 Apr, 2022 @ 5:16am 
Great job!
I ask you to turn off the collision, because of it it is not possible to put the lamps where I would like. And there are very few lamps for lighting aircraft parking lots at airports...
If you do, I will be very grateful!!!!
Thank you in advance!
Good luck in your business!
=)
Boroski 14 Nov, 2020 @ 11:18am 
@Comrade Joe have you sent a private message to the developer? He might help with you.
🐾𝓢𝓱𝓪𝓭𝓸𝔀💖 8 Sep, 2020 @ 10:56pm 
Why doesn't this light up the ground like the vanilla lights do? Nice, but weird.:lampoff:
Comrade Joe  [author] 4 Nov, 2019 @ 5:30am 
My problem is that I don't know how this texture is "invoked" in the scripting. Maybe it can be applied *only* over a road, which would explain why even in the game's vanilla parkings this reflection doesn't happen.
Adding the glow is the only painless bit in the process as there is a command that does just that.
The only work to be done there is to properly pinpoint the coordinates of the source.
The command is LIGHT X Z Y <intensity>, to be added in renderconfig.ini.
For example for the metal lamp post it is : LIGHT 3.15 10.8 0.0 15

If you find a way to implicate lamp_decal.dds and light.nmf in the process, I'd love to know about it. So far I have no idea if it's possible to have an item that relies on two different nmf files (one for the lamp post, and one for the reflection below, ie., light.nmf)
Holodets 4 Nov, 2019 @ 5:02am 
@indianos lampposts in the game do not emit light. The glow under the pillar on the road is most likely a square with a texture. Texture: lamp_decal.dds and square: light.nmf. this is in the media_soviet folder.
How did you add the glow? I would like to make my model of the pillar, but how to make it glow I do not know. Or lamps on the walls
Comrade Joe  [author] 30 Oct, 2019 @ 9:39am 
Ok, I did the "upload to steam" thing for the WIP items, maybe now it's available?
If that wasn't it, I have no idea what else should be done :/
But in the worst case, I can send you the folder in a rar file, and you can add it to your WIP list (only needs to replace the user ID number with yours)
Judo Chow Chow 30 Oct, 2019 @ 9:24am 
take your time man...