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- Feb 4, 2008
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SetDayNightModels
has to be the terrain model path, and the second has to be the unit model path.Environment\DNC\DNCLordaeron\DNCLordaeronTerrain\DNCLordaeronTerrain.mdx
Environment\DNC\DNCLordaeron\DNCLordaeronUnit\DNCLordaeronUnit.mdx
Dr Super Good said:WC3 seems to divide the map into 4*4 sectors. Each sector can have a very limited number of light sources (16? 8?) due to each needing a separate shader pass and so being expensive to render. Any beyond this limit will not be shown, even if they are shown on a nearby tile.
16 or 8 light sources per sector.Now, question, how do we use loads of lights without making the map heavy with units as lighting sources if we reached the doodad limit?
They work the same, based on size. I have found that a size of 2 for units or 200 for doodads gives the best intensity (this is very dependant on the omnilight model you're using).Destructibles, would they work and if yes how well compared to units?
So it is lighter in the night than the day? And which color?Can i somehow edit this file to make the map lighter instead? Or give it a color?
Hey sorry for keeping you waiting!You can change air colors without a model such as this, using advanced options. I think it is fog options. I'm afraid light colors will only change the color of the models and terrain, not the air. But I'm more than willing to make a colored light environment if you actually need it.
Can you make a felwood lighting version? Great work btw
Excellent and very useful, it full turns on my map-imaginator instincts. Is there any way to make the night a little less dark, so it's hard, but possible, to see without lights?
Maybe for a exploration map, you can use a torch (probably an item) to see like in day, or suffer (but not neccesarily die) for the grey screen.
Wow, thanks. I sayed it as an idea to update the pack, but I guess Lordaeron one would be great.
Not sure if it is intended for reforged
Is this somehow reversible?
Ah no I meant reversible in-game / real time, but since the default models are actually being overwritten I have already come to the conclusion that it's not.No actual updates. Fixed some terrible sentencing.
Sorry for the late reply, your messege got lost in my notifications. For anyone else having similar issues:
If you use the second method, you might have to restart the editor after removing the resources for the editor to update.
Have you tried using the trigger version? It should allow you to change it real time, unless that is another one of those Warcraft 3 quirks.Ah no I meant reversible in-game / real time, but since the default models are actually being overwritten I have already come to the conclusion that it's not.
The reason I asked was because I want to have caves in the same map as an "overworld" where the light environment of the cave should be a custom DNC, while the night time in the overworld should be the default one.
Custom script: call SetDayNightModels("DNCDarkNightsTerrain.mdl", "DNCDarkNightsUnit.mdl")
Hmm I haven't but I guess it doesn't hurt to try.Have you tried using the trigger version?
I'm already using one that's completely dark, and use light sources as the only light. But at this point it's too late anyway since I'm having the cave be in a completely separate map so it's easier.Although, since it is a cave you want, setting them to blank instead of some that is only dark at night might work better. Replacing them with no models will just make everything dark always.
I have verified that this does indeed work fine.Have you tried using the trigger version? It should allow you to change it real time, unless that is another one of those Warcraft 3 quirks.