synfinity Posted September 20, 2021 Posted September 20, 2021 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?
AlejandroGarden Posted September 20, 2021 Posted September 20, 2021 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"; };
Marburg Posted September 20, 2021 Posted September 20, 2021 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"; }; ]; };
synfinity Posted September 20, 2021 Author Posted September 20, 2021 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.
synfinity Posted September 20, 2021 Author Posted September 20, 2021 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.
Marburg Posted September 20, 2021 Posted September 20, 2021 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
synfinity Posted September 20, 2021 Author Posted September 20, 2021 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
Marburg Posted September 20, 2021 Posted September 20, 2021 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.
synfinity Posted September 20, 2021 Author Posted September 20, 2021 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
Marburg Posted September 20, 2021 Posted September 20, 2021 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
synfinity Posted September 21, 2021 Author Posted September 21, 2021 Yeah, I'll keep poking around at it. Thanks for the fix on the room, though!
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