Date Posted: 18th Jun 2014 at 11:29 PM
From looking at CC lighting and the files I have not found anything new. I do note that every CC light generates a unique LGHT resource and the CRES points to this unique resource, but in all the unique resource only refrences the NLO of the light it was cloned from, making it odd when a candle takes up Soft amber rather than fire because it was cloned form the Base game table light. I'm not placing this in tutorials because this is more to me a note on how Custom lights can work and I am waay too opininated to make a tutorial.
Now for Those wanting to fix their custom lights to their tastes, it will take a bit of modding around.
There's two ways. One way to me is a bit lazy and just leaves the extraneous LGHT file in the package, which isn't bad but it eats space, and in the name of space saving, any space that can be saved should be saved. The Second method involves exporting the LGHT resource of the desired light from the Objects01.Package file of the game it's from, importing it into the custom light in question and relinking the CRES to the LGHT resource imported in.
The First Method
- Open the NLO of the game the light you want to link your CC light to is in.
- Copy the name in parentheses ( Example: lightingFloorGardenPagoda_light )
- Open your CC light and pop the LGHT file open
- Change the Text in there to the one you copied
Problems with this method
It leaves the not really needed LGHT resource in. This isn't a real problem but in all seriousness every resource you can cut out to save filespace is a good thing. Much like the repository method, which cuts unneeded resources by linking all "child" objects to the "parents" in way of textures. Linking straight to existing resources is the best way possible. Also notable if the light you point the LGHT resource is an EP/SP light and you ever plan to upload said light, by proxy your light will need the EP to function correctly otherwise it will suffer an issue much akin to not having an entry in the game's NLO files, where it will only cast light on the object but not diffuse around the room.
Method Two
- Open up the Objects01.package file of the game that has the light you want to link your CC light to.
- Find the desired light resource, You will have to figure out what's what. Using Testing cheats and looking at one of the recolours of the EA lights will probably give you a good idea of what the light's actual name in the game files are.
- Extract the resource.
- Open up your custom light.
- (Incomplete up to now, I ran out of steam and need a rest)
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