|
Post by SimmaFierce on Aug 3, 2016 3:52:48 GMT -5
How do you remove light from an object?
|
|
|
Post by orangemittens on Aug 3, 2016 7:08:46 GMT -5
There is a tutorial HERE that shows how to remove light from a lamp object. It's a little out of date picture-wise due to improvements in Warehouse labeling and I need to get to taking new pics for it. If you try it and run into questions let me know.
|
|
|
Post by SimmaFierce on Aug 3, 2016 7:22:36 GMT -5
What if the light is not a lamp?
|
|
|
Post by inabadromance on Aug 3, 2016 15:20:59 GMT -5
hi SimmaFierce, can you specify what object in particular are you talking about.
|
|
|
Post by SimmaFierce on Aug 3, 2016 15:41:17 GMT -5
The backlit mirror from spa day.
|
|
|
Post by inabadromance on Aug 3, 2016 19:22:59 GMT -5
Comparing the steps of manually removing all the required items that need to be taken out (following the tutorial OM linked above, which i couldn't quite find) and exporting the mesh, cloning another wall mirror, editing the mesh to match that wall mirror, and importing it again... i would do the latter. i just see it as easier. but i might be totally wrong. Depends on the person
|
|
|
Post by j on Aug 4, 2016 13:51:02 GMT -5
I believe light can be "painted" onto objects, so look in the Warehouse tab for image files that aren't your texture/bump/diffuse, then maybe delete them?
|
|
|
Post by SimmaFierce on Aug 4, 2016 16:50:05 GMT -5
j, I've tried to delete those, and then the mirror ended up looking like a rainbow in the back.
|
|
|
Post by j on Aug 4, 2016 17:10:39 GMT -5
Hmm, I see. Maybe you could try export the original image, then add an alpha channel that is 100% black (which should make the image 100% see-through), then import that in the other one's place?
|
|
|
Post by SimmaFierce on Aug 4, 2016 18:58:48 GMT -5
Ok, I will try
|
|
|
Post by orangemittens on Aug 4, 2016 20:01:01 GMT -5
The light is coming from the shader: Change that shader to phong and wherever the light appears now will turn into diffuse texturing. In looking at the mesh though it seems like it would be a better idea to remove all but one face of mesh group 2 and bury that mesh group inside the mesh group that represents the bulk of the mirrored surface. That would get rid of the lit up back rim completely leaving only the large rectangular mirror shape.
|
|
|
Post by SimmaFierce on Aug 4, 2016 20:03:40 GMT -5
I don't understand. this is my first time doing this type of thing.
|
|
|
Post by orangemittens on Aug 4, 2016 20:14:01 GMT -5
The mirror doesn't really have a light per se. Instead what it has is a shader that is on the mesh group that forms a large plane that sits behind the mirror mesh. That shader makes a soft, constant brightness appearance in the game, simulating light. If you change that shader to the same shader ordinary objects use (phong) the brightness will go away. The thing is though that then you'll end up with a large, visible plane behind the mirror and I doubt you want that.
What is your plan for the project? If I had an idea of where you're planning on taking the item I would have a better idea of what to suggest that you do.
|
|
|
Post by SimmaFierce on Aug 4, 2016 23:42:36 GMT -5
I really don't have a plan for it, it just sits behind counters without having to use moo. But on another note, can you help me with something else?
|
|