View Full Version : DromEd 1: How do I make my sword cast light like in The Inverted Manse?

3rd Oct 2002, 14:52
I have already given it the properties of the sword in TIM (i.e., Add>Renderer>Self Illumination>60.00, but it doesn't glow.

How do I get it to visibly glow as well as brighten my light meter?

3rd Oct 2002, 21:47
maybe check out the tutorial for lantern gaurds and apply it to the sword instead? im not sure why self illumination doesnt work on the sword in d1:confused:

4th Oct 2002, 06:05
For the light meter, check the Weapon\Exposure property.

The sword will have to be Dynamic Light. You might also want to make it an AnimLight source. (Which would probably do away with the need for extra weapon exposure.)

I don't know about Inverted Manse... you know I've never actually played it.

4th Oct 2002, 18:26
How do I get to Dynamic Light and AnimLight in the hierarchy?

6th Oct 2002, 08:41
You could have a look at how fire arrows work.

7th Oct 2002, 05:02
Originally posted by TRoosevelt_26
How do I get to Dynamic Light and AnimLight in the hierarchy?
They're both under Renderer

7th Oct 2002, 13:11
I don't see Dynamic Light in D1, though. :(

But I found it! I noticed that the haunts in The LostAge DEMO (http://thief1.math.uh.edu/thief/missions/hell2_beta.zip) gave off light when they ran, and so I applied a Renderer>Self Lit property to my sword. It works great.