Author Topic: How to Make Voland 's Evil Shadow?  (Read 2303 times)

Offline shenbei8

  • Science: 300%
How to Make Voland 's Evil Shadow?
« on: January 18, 2013, 03:56:04 am »
 How to Make Voland 's Evil Shadow?  anyone can help? ::)
-------------辐射2的发烧友.骨灰级玩家--------------



-----------------生化危机忠实粉丝----------------



--------------- 产品设计师 室内设计师-------------

Re: How to Make Voland 's Evil Shadow?
« Reply #1 on: January 18, 2013, 04:30:21 am »
What shadow? Voland has no shadow at all and he doesn't glow either.
Quit with your urban mythos already.
The sky above the port was the color of television, tuned to a dead channel.
irc V_guessWho

JovankaB

  • Guest
Re: How to Make Voland 's Evil Shadow?
« Reply #2 on: January 18, 2013, 09:20:43 am »
You need to be active GM for 2+ years, then you start to cast more and more darkness around you.
GM status is like the magic rings in the LoTR, it brings fancy powers like ability to disappear, but it
also brings doom to the wearer after years of use.

But another way is to make a copy of gamma gulp beer proto and play with Color and Light settings
in Object Editor. I think color has to be something like 0 0 1, because 0 0 0 is default not black.
Then spawn this item and put in item2 or item1 slot. You can also manipulate that through scripts
on any existing item:
Code: [Select]
class Item
{
(...)
int8 LightIntensity;
uint8 LightDistance;
uint8 LightFlags;
uint LightColor;
(...)
Don't forget to enable ITEM_LIGHT flag on the item.
« Last Edit: January 18, 2013, 09:44:33 am by JovankaB »

Offline shenbei8

  • Science: 300%
Re: How to Make Voland 's Evil Shadow?
« Reply #3 on: January 18, 2013, 09:45:36 am »
You need to be active GM for 2+ years, then you start to cast more and more darkness around you.
GM status is like the magic rings in the LoTR, it brings fancy powers like ability to disappear, but it
also brings doom to the wearer after years of use.

But another way is to make a copy of gamma gulp beer proto and play with Color and Light settings
in Object Editor. I think color has to be something like 0 0 1, because 0 0 0 is default not black.
Then spawn this item and put in item2 or item1 slot. You can also manipulate that through scripts
on any existing item:
Code: [Select]
class Item
{
(...)
int8 LightIntensity;
uint8 LightDistance;
uint8 LightFlags;
uint LightColor;
(...)
Don't forget to enable ITEM_LIGHT flag on the item.




Thanks alot!!
-------------辐射2的发烧友.骨灰级玩家--------------



-----------------生化危机忠实粉丝----------------



--------------- 产品设计师 室内设计师-------------