lightName
Standard lighting is located at /Lights/_(AmbientLight)/
You can place your own lighting in any location within the map archive.
New here? I'm Roha — want a quick tour?
lightName
That's how you get it from the resources... You need the path to the xdb file, with the addition of a pointer type, etc. Everything is analogous to the function that displays text, or the one that plays a video...
SetAmbientLight (0, "/Lights/_(AmbientLight)/Tests/DirtArena01 (2).xdb", false#this is the sharpness of the lighting change#, 50#this is the change time, I don't quite understand what value is best here, maybe I should set it to nil?#);
'/path_to_file/file_name.xdb#xpointer(/AmbientLight)'
Standard lighting is located at /Lights/_(AmbientLight)/
You can put your own in an archive with the map in any location.
50#this is the change time, I don't quite understand what value is best to set here; maybe set it to nil?
Could you tell me where the models and textures for the artifact shop are located?
< 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
For your lighting files, you need to connect it in the settings tree within the editor, assign a name, and then use that name in the function.
Or at least tell me what to use to open and edit editor files with the extension .AdvMapObjectLink.
#xpointer
ggroy, I would recommend using the forum search by function name; a lot has already been discussed. For example:
/topic/at/538808/
/topic/at/966501/
any text editor, for example, notepad++.]
ggroy, don't ignore these characters; you don't have them. Jack does.
By the way, this is in the Editor folder.
How long did it take you to create the "Path of the Hero" map?
I see that a lot of libraries are used, without which the scripts simply won't work?
Why doesn't the RemoveObject(nameObject) script work for me?
I only see *.xdb files in the Editor folder, and they are text files. In Total Commander, if pressing F3 opens something meaningful (text or an image), it means that the file can be edited. Most files in data.pak are like that.
almost two years, considering that I already had some experience with scripts. And I learned little by little at different times, even back when the map editor was first released.
All of this was written by me, just broken down into many files. After all, a library is essentially a set of code snippets that are repeated in the program's text more than once, and for efficiency, they are placed in separate functions. (exception - the lualib.lua library by RedHeavenHero, from which I used random number generation in combat mode).
in the editor, each object has a property called IsRemovable, it needs to be set to true to allow deletion. And I'm not sure if it's possible to delete buildings.
Heroes..\Editor\ObjectLink\MapObject\_(AdvMapObjec tLink)
My folder names are different, but the structure is similar. They are binary files in Nival's proprietary format, so there's not much you can do about it. I think this is a topic for discussion in the Modding section.
Could you create something similar for me or for you?
I don't have the objects panel.