Jump to content

Adding light controls to addon rooms?


synfinity

Recommended Posts

Posted

I fixed a few of the addon rooms not having the light controls in the customizer menu, but forgot how I did it. And the guide I used was on the Garden. Anybody know how to activate that in rooms that don't have it?

Posted

in R9ZRoomXXX\Scripts\Luder\RoomXXX in the File  AcRoom  change

 

.SceneFile "Shared/Room/lights05";

 

to 

 

.SceneFile "Shared/Room/lights01mod";

 

then down to everything after:

 

        .ActionPrefix "Room:";
    };

 

add these commands

 

    AppPoseBlend. {
        .PoseBlend "SFHlight_poseBlend";
    };
    AppPoseBlend. {
        .PoseBlend "FLLlight_poseBlend";
    };
    AppPoseBlend. {
        .PoseBlend "BLlight_poseBlend";
    };
    AppPoseBlend. {
        .PoseBlend "AMBlight_poseBlend";
    };
    AppPoseBlend. {
        .PoseBlend "SFHrot_poseBlend";
    };
    AppPoseBlend. {
        .PoseBlend "FLLrot_poseBlend";
    };
    AppPoseBlend. {
        .PoseBlend "BLrot_poseBlend";
    };

Posted

Here's a complete AcRoom.bs file showing how i do it:

 

//BSB6

AppModel :Room_Area . {
	.ComponentArray [ AppImportScene . {
		.NodeName "Room" + :room;
		.ParentPath "/RoomRoot";
		.SceneFile "Luder/Room/MarburgRoom41/MarburgRoom41";
	};
	AppImportScene . {
		.NodeName "Lights" + :room;
		.ParentPath "/RoomRoot";
		.SceneFile "Shared/Room/lights01";
	};
	AppImportScene . {
		.NodeName "LightsHS" + :room;
		.ParentPath "/RoomRoot";
		.SceneFile "Shared/Room/lights01mod";
	};
	AppReplaceSkeleton . {
		.SourcePath "/Lights" + :room + "/lights_group";
		.SourceRootPath "/Lights" + :room;
		.TargetPath "/LightsHS" + :room + "/lights_group";
		.TargetRootPath "/LightsHS" + :room;
	};
	AppPoseBlend . {
		.PoseBlend "SFHlight_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "FLLlight_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "BLlight_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "AMBlight_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "SFHrot_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "FLLrot_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "BLrot_poseBlend";
	};	
	
	AppImportNamespace . {
		.NodePath "/Room" + :room + "/room_position_group";
		.ImportNamespace "room_position_group";
	};	
	
	];
};

 

Posted
7 hours ago, Marburg said:

Here's a complete AcRoom.bs file showing how i do it:

 

//BSB6

AppModel :Room_Area . {
	.ComponentArray [ AppImportScene . {
		.NodeName "Room" + :room;
		.ParentPath "/RoomRoot";
		.SceneFile "Luder/Room/MarburgRoom41/MarburgRoom41";
	};
	AppImportScene . {
		.NodeName "Lights" + :room;
		.ParentPath "/RoomRoot";
		.SceneFile "Shared/Room/lights01";
	};
	AppImportScene . {
		.NodeName "LightsHS" + :room;
		.ParentPath "/RoomRoot";
		.SceneFile "Shared/Room/lights01mod";
	};
	AppReplaceSkeleton . {
		.SourcePath "/Lights" + :room + "/lights_group";
		.SourceRootPath "/Lights" + :room;
		.TargetPath "/LightsHS" + :room + "/lights_group";
		.TargetRootPath "/LightsHS" + :room;
	};
	AppPoseBlend . {
		.PoseBlend "SFHlight_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "FLLlight_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "BLlight_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "AMBlight_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "SFHrot_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "FLLrot_poseBlend";
	};
	AppPoseBlend . {
		.PoseBlend "BLrot_poseBlend";
	};	
	
	AppImportNamespace . {
		.NodePath "/Room" + :room + "/room_position_group";
		.ImportNamespace "room_position_group";
	};	
	
	];
};

 

Got it. Only thing it was missing was 
}; AppImportScene . { .NodeName "Lights" + :room; .ParentPath "/RoomRoot"; .SceneFile "Shared/Room/lights01";

Thanks Marburg.

Posted
15 minutes ago, synfinity said:

Got it. Only thing it was missing was 
}; AppImportScene . { .NodeName "Lights" + :room; .ParentPath "/RoomRoot"; .SceneFile "Shared/Room/lights01";

Thanks Marburg.

Well, that enabled the lighting controls on the characters, but it is not affecting the scenery...

EDIT: It seems to be affecting the skydome, but none of the other scenery like ground, trees, structures. Do I need to tinker with the transparency of the skydome? Is it blocking the rest?

If it helps, the room is R9ZRoom398, the Cemetery.

Posted

the most probable cause is that shading (the casting of lights) has been disabled for these objects.

I'm having a look at the scene script as we speak...

 

UPDATE

 

my guesstimate was correct... most materials (textures) in the room scene file have this line of code:

 

    RenderShader.LightEnable False;

 

Quick fix: do a global Search & Replace with

 

    RenderShader.LightEnable True;

 

Even better: i have done it for you... download the ZIP file, unpack the *.bs file inside and drop it in the

[addon name]\Scenes\Luder\Room\R9ZRoom398\ folder

 

R9ZRoom398.zip

 

 

 

 

Posted
4 minutes ago, Marburg said:

the most probable cause is that shading (the casting of lights) has been disabled for these objects.

I'm having a look at the scene script as we speak...

 

 

 

 

I appreciate that. Such a nice scene, but seems like it was never filled out to the fullest, only 2 positions, some iffy textures. Lot of addon rooms are that way, kind of just converted and put out there. lol

Posted
6 minutes ago, synfinity said:

Lot of addon rooms are that way, kind of just converted and put out there. lol

unfortunately, that is true.

It is quite easy to port a room, but to do it well takes a bit of effort.

Posted
1 hour ago, Marburg said:

unfortunately, that is true.

It is quite easy to port a room, but to do it well takes a bit of effort.

I would like to go back and add stuff like lighting, poses, texture refinements, videowalls where applicable, and all that to old addon rooms. But the instructions are like fucking Greek to me. lol

Posted
25 minutes ago, synfinity said:

I would like to go back and add stuff like lighting, poses, texture refinements, videowalls where applicable, and all that to old addon rooms. But the instructions are like fucking Greek to me. lol

well, this sort of thing like adding lights or video support is a good way to get started.

Adding room options is another good way in - limited scope and there's help in the house fi you get stuck ;)

 

take small steps and just start tweaking things... some rooms do not help with cryptic or generated object names but other rooms make it easy.

I started out by hacking the Loft, just comment out bits and see what happens. This evolved into copying objects and then adding new stuff to the scene just by copy & pasting code from other rooms or toys. Once the penny drops, it's not that hard even without any 3d design skills

 

don't forget to download the fixed Cemetery i posted a few posts back

 

 

 

 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...