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Can you make the primitives themselves light up from within?

lights primitives bulbs

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#1 CrimsonTurtle8

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Posted 03 April 2024 - 05:08 PM

I've managed to fake lighting up a primitive from within by making it opaque and putting a normal light under it, but is there a reliable and easy way to make the object itself appear to light up? I'd like to just make some big bulbs in Blender, but it'd be nice to not have to spend so much time tinkering with bulb settings if there's a known trick people use to light up toys, I'd love to know it! Thanks.



#2 jpsalas

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Posted 03 April 2024 - 05:21 PM

Not that I know. But in VPX8 you can link a primitive to a light, but that may make the whole primitive to disappear. Using lights is the easiest way to lighten up a primitive. You can always change the texture of the primitive, as many authors do when making dome flashers. But I prefer to use 1 or 2 lights :)


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#3 CrimsonTurtle8

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Posted 03 April 2024 - 05:25 PM

Not that I know. But in VPX8 you can link a primitive to a light, but that may make the whole primitive to disappear. Using lights is the easiest way to lighten up a primitive. You can always change the texture of the primitive, as many authors do when making dome flashers. But I prefer to use 1 or 2 lights :)

Change the texture of a primitive in the middle of play? I didn't know you could do that. That would definitely help fake the effect I'm looking for. What's the code? PrimitiveA.Texture = "ImageB" or something?


Edited by CrimsonTurtle8, 03 April 2024 - 05:25 PM.


#4 jpsalas

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Posted 03 April 2024 - 09:22 PM

Yes, that's the code, more or less :) PrimitiveA.Image = "ImageB". Just make sure the primitive has not the Static property selected. Before the primitive needed to have a dynamic material, this is a material with the opacity selected, but I don't think it is the case anymore.

Read the CommandReference.txt file that comes with VPX, as all the commands are listed there.


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#5 bigus1

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Posted 04 April 2024 - 03:12 AM

It's the transmit function of lights that illuminate prims from within, below or nearby, as with flasher domes, Prims themselves can be used as lights with the blenddisablelighting function, as with the carbonite Han and the lasers in my SW Trilogy or the car lights in my Police Force, or domes. Image swaps are ok, but there's not usually any fade unless there's multiple images, so the other lighting has to be fast to be synchronized.



#6 xenonph

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Posted 04 April 2024 - 11:53 AM

It's the transmit function of lights that illuminate prims from within, below or nearby, as with flasher domes, Prims themselves can be used as lights with the blenddisablelighting function, as with the carbonite Han and the lasers in my SW Trilogy or the car lights in my Police Force, or domes. Image swaps are ok, but there's not usually any fade unless there's multiple images, so the other lighting has to be fast to be synchronized.

I used the blenddisablelighting on my Black Tiger table mod, to light up my dark lava plastics and drop targets while in Dungeon mode.

Works well!


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#7 unclewilly

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Posted 04 April 2024 - 01:39 PM

If you want fade. Make a lit texture. Duplicate the primitive you want lit. Apply the lit texture to the new primitive. Then set the lightmap for the primitive to a vp light. When the vp lightfades on. The lit textured primitive will fade Overtop of the other primitives.

Edited by unclewilly, 04 April 2024 - 01:40 PM.

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#8 CrimsonTurtle8

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Posted 04 April 2024 - 01:59 PM

So many good ideas! I'll try them all until I find something I like. Thanks everyone!







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