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Lighting Effects dissapears

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Hello, did anyone try to mess with Lighting Effects on Reforged ? It looks like when u add them with AddLightning,AddLightningEx or AddLightningLoc, it will just play their animation for like 0.5 seconds and then they dissapear ... object is still reachable tho but you cannot see its texture... i am wondering if it's just default reforged behavior or i am doing something wrong ... cus like this it looks like there is no way to create decent moving lighting effect.

In this example ... it will just disappear after its created, so even if move action works properly ... you cannot see it...

EDIT: in SD Mode it works just fine ...

1618593742675.png
 
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Ok i've figured it out ... in HD mode game is using .pkfx files for FX effects on lightings ... which making their visuals slightly better, but causing disappearing as well... so if you want to hack this behavior in HD mod ... you need to use custom LightingData.slk file which can be exported from game data usin CascView for example. Its stored in "war3.w3mod/_hd.w3mod/splats ... its openable in excel so edit is super easy

looks like this, if you want your lighting to not dissapear just make your own and make sure it has cell in FxFile column blank... + i've also used .dds texture ... since .dds are for HD mod, but not sure if it made any difference in graphics ... looks kinda the same as using .blp here

1618596290222.png


After that import that file into your map with Splats\LightingData.slk path

1618596349872.png


And when this is done you can create it with natives using name you've defined in .slk file ... so in this example it would be like this

Lua:
function MyLightingExample()
    AddLightningEx('PURP', checkVisibility, x1, y1, z1, x2, y2, z2)
end
 
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Dr Super Good

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i've also used .dds texture ... since .dds are for HD mod, but not sure if it made any difference in graphics ... looks kinda the same as using .blp here
Their main advantage is the support of DXTC real time compatible compression. A DDS texture loads faster,uses a lot less video memory when loaded and uses less memory bandwidth when drawn than a BLP texture. Assuming Warcraft III does not automatically transcodes the BLP texture with DXTC compression which would introduce yet another source of image quality reduction and potentially further slow loading times.
 
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