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Used by:
Cape Hatteras Light
Asset bug: Workshop asset uses private asset (Lighthouselight.Lighthouselight_Data).
I hate downloading required assets seperately and they get missed by people.
I figured i would eliminate the middle man
I should be working now anyways, :D
The other downfall is there is a small time that the prop vanishes and the lighthouse LOD kicks in.
A lot of working around was required, but worth it in my opinion
I didn't upload The prop seperately, but if you want me to i can.
You need move it to get it right otherwise it will sit on top or side
Yeah, I was playing around with the lighting script he'd posted in the forums and I found I go a lot of bloom from the spotlights - it's almost distracting. And when I lower the settings, the spotlight starts to look like a laser beam, which isn't desirable either. It'll have its uses, but I don't think a lighthouse is going to be one of them.
I had thought about using a rotating prop too - and what you have here looks really good - I might wind up going that route after all.
Thanks for the info!
I removed all traces of it to test the light, as well as no workshop and the light functioned correctly, so i didn't list it
I have the light dll as well, haven't fiddled with it yet (i don't even know how to use it)
I haven't uploaded it yet but will whenever he gets around to putting up the mod, I'm guessing it needs to be listed as a dependency so users get the lighting info in the mesh name.
I'm curious: I used a separate prop (a lighthouse lamp) and added the light to it while using the model for the lighthouse as the base asset. You don't have any prop dependencies listed. Is there one - or if not, how did you do it? Is the lighthouse itself a prop and the grounds a park?
Also, I was fiddling with the light settings - what did you use for bloom and range settings? Just curious, thanks.