Post by kirikasims on Dec 18, 2021 17:21:11 GMT -5
Hello everyone, i'm trying to make a neon christmas light and it has red and green in it, I also plan to do many more and I want them to effectively emit green and red light, I know the way it's by adding point lights of different colors and changing the transform tab: XZY
Apparently the Z coordinate changes the height of the point light so you have to choose a vertex that's where you want the point light to be in the mesh in blender and copy paste the Z coordinate.
The Y axis I think has to remain the same in every point light because it's how deep the light is located (It should be 0 or a number close to 0 for it to be snapped to the wall)
But the X axis... oh man, everytime I mess with it (trying to copy paste the X coordinate of the vertex) and open my neon in game ALL point lights, despite having different X and Z coordinates, collapse into a single point light of mixed colors and greater intensity. It definitely looks like the X axis is in a different unit than blender, which makes no sense. I found a neon light by Noir and Dark sims NSFW and he managed to sucessfully add pink and blue point lights to it, I opened it on S4S and he kept the Y coordinate the same for every point light, and changed the X and Z coordinates, the only difference I see between my neon sign and his it's that his neon sign is on the wall deco category and mine on the wall lamp category. I read all threads regarding point lights on the forum but I need some new info, I'm done with try and error method, my game takes a long time to open and it's very tiring. Can you guys please share whatever information you have on placing point lights in different parts of the mesh? here's my package and I don't think I can re upload the noir and dark sign, but it's the male stripper open neon sign in his Noir and Dark Adult World web site. Maybe we can gather all information we have and finally figure out how those darn "transform" work. Thank you in advance.
www.mediafire.com/file/je8h4t9d6kp8kmb/KS_NeonChristmas2.package/file
Apparently the Z coordinate changes the height of the point light so you have to choose a vertex that's where you want the point light to be in the mesh in blender and copy paste the Z coordinate.
The Y axis I think has to remain the same in every point light because it's how deep the light is located (It should be 0 or a number close to 0 for it to be snapped to the wall)
But the X axis... oh man, everytime I mess with it (trying to copy paste the X coordinate of the vertex) and open my neon in game ALL point lights, despite having different X and Z coordinates, collapse into a single point light of mixed colors and greater intensity. It definitely looks like the X axis is in a different unit than blender, which makes no sense. I found a neon light by Noir and Dark sims NSFW and he managed to sucessfully add pink and blue point lights to it, I opened it on S4S and he kept the Y coordinate the same for every point light, and changed the X and Z coordinates, the only difference I see between my neon sign and his it's that his neon sign is on the wall deco category and mine on the wall lamp category. I read all threads regarding point lights on the forum but I need some new info, I'm done with try and error method, my game takes a long time to open and it's very tiring. Can you guys please share whatever information you have on placing point lights in different parts of the mesh? here's my package and I don't think I can re upload the noir and dark sign, but it's the male stripper open neon sign in his Noir and Dark Adult World web site. Maybe we can gather all information we have and finally figure out how those darn "transform" work. Thank you in advance.
www.mediafire.com/file/je8h4t9d6kp8kmb/KS_NeonChristmas2.package/file