Windows with switchable skins

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Revision as of 21:38, 26 September 2012 by Bikerdude (talk | contribs) (Created page with "== Overview == If as a mapper you want to create that extra bit of realism with regard to windows being lit and unlit when the player or Ai switch of lights here is a simple way...")
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Overview

If as a mapper you want to create that extra bit of realism with regard to windows being lit and unlit when the player or Ai switch of lights here is a simple way of doing just that.

Howto

Now there are two ways you can accomplish this and lets use the windows model "models/darkmod/architecture/windows/round_stone01.lwo" for this example.

1. You place the above model where you want in your map, choosing the skin for at spawntime (map/mission load). In this instance Im going for the on/lit skin "windows/roundtop_diamond_pattern01_brightlit" (now don't forget as the above windows is 'lit' it means the light in the room behind it is also 'lit') as shown below.

Switchable window skin1.jpg

2. The next step is to select the above model and duplicate it, but depending on how you have positioned the first windows this 'cloned' one will have to sit either in the exact same location or just proud of it by 0.125 units. Then change the skin on the cloned window to "windows/roundtop_diamond_pattern01_dark" as shown below.

Switchable window skin2.jpg


3. Next add the spawnarg of "hide" "1", this will hide the cloned window on map load. Lastly target the cloned window (w/dark skin) from your light switch. Said switch would target the window along with the room light and perhaps an external ambient bounce light.

Summary

The end result is that when either the player or an Ai switches on/off a room light it would changed the external window & bounce light as it would be in real life.