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Syera
13th Jun 2007, 06:24 PM
I looked through Numenor's lighting info, but I'm having a difficult time working out exactly what applies where and how. Selective brain-deadness?

I've managed to make what I'm hoping is a decent-looking Arabian lamp that lights up, turns off, etc., (I cloned it off of the Flickering Mercenary table lamp) - but I have a bit of a problem. The light that hits the surface it sits on is still that of the Flickering Mercenary lamp, and it looks pretty silly. (See included screenshots.)

So, how do I fix it up so the lighting falls where it should?

simaddict99
13th Jun 2007, 11:29 PM
Just change the texture image (generally called groundlightpattern) to change the glow.

Syera
14th Jun 2007, 04:20 AM
I found the alphas and have been editing them, but it doesn't seem to be working very well. The color spots themselves don't seem to be very dependent on the alpha channels. If, say, I make the entire alpha image white, the end result is still four golden spots, albeit on a slightly darkened background.