jpetersjr wrote:I had the same problem and I never could get a answer for it, that's why all of my buildings don't have night textures.
Now.... on to POINT LIGHTS! Woo hoo!PapaXpress wrote:Um dog? We have covered this ground already...
viewtopic.php?p=127327#p127327

PapaXpress wrote:Point lights are simple enough, but they must be added as child objects to the parent model. This is done in the blueprint, not in the model. I will need to check again but I think RCAP has the source IGS and XML of the lights so you can do this.
jpetersjr wrote:
As for my big city buildings, I still have to figure out a way to make them work with night windows without overwhelming RW with the poly-level, since even a 50 story building, or a 100 story building, if you don't have a lot of windows lit up at once in one area section it's hard to see that they even light up from far away since the windows appear tiny and more in the less, just part of the wall.
PapaXpress wrote:*sigh*
I really need to make a tutorial for this... if I only had time.
PapaXpress wrote:Point lights are simple enough, but they must be added as child objects to the parent model. This is done in the blueprint, not in the model. I will need to check again but I think RCAP has the source IGS and XML of the lights so you can do this.
PapaXpress wrote:The light object or "gizmo" can be added as a child to your building (the parent) blueprint as many times as you like. When you export the build with the children in the asset editor you will see in the lower left flyout all the children and then you can drag them around to where you need them placed. When you exit the asset editor remember to save the parent blueprint so it remembers where you placed everything, and then export.
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