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How do you make a glow around the buildings?
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Bugjuice
GDI Hacker


Joined: 31 Aug 2013

PostPosted: Tue Apr 17, 2018 5:04 pm    Post subject:  How do you make a glow around the buildings? Reply with quote  Mark this post and the followings unread

Added these codes to the buildings doesn't seems to work Laughing

LightVisibility=3000
LightIntensity=0.01
LightRedTint=2.0
LightGreenTint=0.01
LightBlueTint=2.0

it's sort of like those invisible light posts

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 17, 2018 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if it's the same in RA2, but while testing this years ago in TS, i had to notice that player owned buildings behave different to Neutral buildings.
It needed a lot higher LightIntensity to make them work. Once a value was reached where the light appeared, it instantly got too strong to be of any use.

Try LightIntensity=1.0 or even 5.0 for a start and then work down.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Apr 17, 2018 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I noticed normal white light posts seem to have a much milder effect on things than any of the coloured light posts, so it could be that?

What about making alphas?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Apr 17, 2018 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Not sure if it's the same in RA2, but while testing this years ago in TS, i had to notice that player owned buildings behave different to Neutral buildings.
It needed a lot higher LightIntensity to make them work. Once a value was reached where the light appeared, it instantly got too strong to be of any use.

Try LightIntensity=1.0 or even 5.0 for a start and then work down.

This haunted me for a while. It's because Neutral uses a different color.


Colors 10th and after are bad. Moving them ahead fixes the problem//



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Apr 19, 2018 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Not sure if it's the same in RA2, but while testing this years ago in TS, i had to notice that player owned buildings behave different to Neutral buildings.
It needed a lot higher LightIntensity to make them work. Once a value was reached where the light appeared, it instantly got too strong to be of any use.

Try LightIntensity=1.0 or even 5.0 for a start and then work down.

If a building in rules is modified in say a mpmode INI or maps and the light entries are not added there, then it needs higher light intensity in rules. Solution is to copy those light entries in the places it gets modified also.

Edit:
For example in rules, if a building get Light values, without further getting modified in mpmodes INI or maps, the following will work

[NAPOWR]
Power=150
LightVisibility=4000
LightIntensity=0.01
LightRedTint=1.5
LightGreenTint=0.01
LightBlueTint=0.01

If in a map the following is added without LightIntensity entry, it won't light up and would need higher intensity value like LightIntensity=1.00 in rules:

[NAPOWR]
Power=2000

When the map gets LightIntensity entry also, it would light up fine with low light intensity itself.

[NAPOWR]
Power=2000
LightIntensity=0.01

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