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 Post subject: Working with Artificial Lighting on tracks
PostPosted: Fri Aug 26, 2005 9:29 pm 
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Joined: Fri Feb 20, 2004 12:23 pm
Posts: 20
Location: Nags Head, NC
Alright fellas here's my question. I'm working on a rather large dirt track type speedway bassed off our good friend BowtieBandit's LMS tracks pending his permission of course. What I'm looking to do is be able to have a night version of a track like a real full race weekend at a MJ type event and figured a night track was in order. Now I'm using the light model that Slick has used on his WF tracks in recent years and was hoping to place it up high enough up a light pole to give off the illusion that it's coming from the pole. So I placed the model close to the pole and played around with the height above ground and got the light around the top of the pole. When I went in game to see how it looked the lights remained just hovering off the ground. No matter how high I set the above ground height it would not move so apparently you have to do something with the moving objects to get them up in the air. Anyone have an idea at what I need to do?


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 Post subject:
PostPosted: Fri Aug 26, 2005 9:51 pm 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
[edit] cobwebs

see below


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 Post subject:
PostPosted: Sat Aug 27, 2005 4:53 pm 
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Joined: Fri Feb 20, 2004 12:23 pm
Posts: 20
Location: Nags Head, NC
what would we do without you guys. gonna have to give that a try


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 Post subject:
PostPosted: Sat Aug 27, 2005 7:23 pm 
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Joined: Fri Feb 20, 2004 12:23 pm
Posts: 20
Location: Nags Head, NC
hmm, while testing I could not get the light to come out where I wanted after I adjusted the model's height in binedit.

Here you see where the model is placed

<center>Image
http://img.photobucket.com/albums/v715/ ... roblem.jpg</center>

Here's where the light is coming out:

<center>Image
http://img.photobucket.com/albums/v715/ ... oblem2.jpg
</center>

Any idea as to what I'm doing wrong?


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 Post subject:
PostPosted: Sat Aug 27, 2005 8:10 pm 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
Ya know what Dustin, I gave you some bad advice. Sorry about that it's been a long while since I played with lights.... like 6 years lol

What you need to do is rotate the light model in binedit and add in a additional transparent bin to trick the game engine. Then rotate the model in traxx so it stands straight up again.

Go to the link below and download the 5th model down from the top called 'Working Lights' and study the model and how it is rotated, also check how the transparent portion added in is situated.

http://cownap.com/~mtmg/models/Custom/cmisc1.html

If it gives you too much trouble let me know and i'll give it a try but i'll need the light model you want to use.


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 Post subject:
PostPosted: Sat Aug 27, 2005 9:12 pm 
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Hey Dustin, thanks for dustin' the cobwebs out of Mal's cranium, and one more thing... a word of caution, that model looks familiar. :wink:


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 Post subject:
PostPosted: Sat Aug 27, 2005 11:13 pm 
easy company
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Joined: Tue Feb 29, 2000 2:01 pm
Posts: 2036
Try this one out Dustin.

litep0z.zip

Image


After you place the model with traxx all you need to do is set it to moving and adjust the X angle to 45 like so..

Image

Then just rotate it to point in any direction you want.


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 Post subject:
PostPosted: Tue Aug 30, 2005 4:46 pm 
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Joined: Fri Feb 20, 2004 12:23 pm
Posts: 20
Location: Nags Head, NC
lol, funny thing is I read that post like 2 weeks ago or so and totally didn't realize it. I'm definatly gonna try that


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