Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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!
=)
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)
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
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)