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ggroy, I haven't checked all the options, so your method might work, but as far as I know and have used myself, the SetAmbientLight and SetCombatLight functions accept lighting names in different formats. For SetCombatLight, I mentioned above – the path in the resources. For SetAmbientLight, I haven't tested how to work with standard ones, but for your own lighting files, you need to connect it in the settings tree in the editor, assign a name, and then use that name in the function.
50#this is the change time, I don't quite understand what value is best to set here; maybe set it to nil?
nil might cause a script error; it's better to use 0. Based on my subjective assessment, I think this time is in seconds, so it's better to set it to 1-2.
Could you tell me where the models and textures for the artifact shop are located?
I haven't worked with textures, but you might need to start with the file
_(Model)\Buildings\MercenaryCamp.(Model).xdb
It contains the following:
< Materials> < Item href="MercenaryCamp-Merc_camp_terrain.2.(Material).xdb#xpointer(/Material)"/> < Item href="MercenaryCamp-lambert2.4.(Material).xdb#xpointer(/Material)"/> < Item href="/_(Material)/dev/Test/Malkovsky/CragTerrain.(Material).xdb#xpointer(/Material)"/> < /Materials>
So, the object contains 3 textures. For the first one, the specified file contains a link to the texture itself:
< Texture href="/Textures/auto-imported_______320/TESTS/Buildings/MercenaryCamp/Mercenary_camp_terrain.tga.xdb#xpointer(/Texture)"/>
And that's where the image is located:
Mercenary_camp.tga.dds
And only after finding it did I realize that this wasn't the artifact shop, but the mercenary camp. The shop is located nearby:
\Textures\auto-imported_______320\Buildings\BlackMarket\black_market.tga.dds