Some very busy renders:
![[doubledamage] [doubledamage]](./images/smilies/powerups/doubledamage.png)
It says a couple more things then gives this example:Specifies light in formation for the common profile that all
COLLADA implementations must support. See “The
Common Profile” section for usage information. Mu st
contain exactly one <ambient> (core),
<directional>, <point>, or <spot> element; see
their main entri e s.
Not sure about the specifics at a quick glance, so this is probably stuff you already saw. <point> lights might the nearest thing to GTA2 lights?Here is an example of a <library_lights> elemen t that contains a directional <light> element that is
instantiated in a visual scene, rotated to portray a sunset:
[xml]<library_lights>
< light id=" sun " name=" the-sun">
< technique_common >
<directional>
<color >1.0 1.0 1.0</color >
</ directional>
</technique_common>
</light >
</library_lights>
<library_visual_scenes>
< visual_scene>
< node>
<rotate>1 0 0 -10</rotate>
<instance_light url="#sun"/>
</node>
</visual_scene>
</library_visual_scenes >[/xml]
Im not sure... probably. I will try.BenMillard wrote:<point> lights might the nearest thing to GTA2 lights?
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<technique profile="blender">
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<constant_attenuation>1</constant_attenuation>
<linear_attenuation>0</linear_attenuation>
<quadratic_attenuation>0.001599967</quadratic_attenuation>
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<constant_attenuation>0</constant_attenuation>
<linear_attenuation>1</linear_attenuation>
<quadratic_attenuation>0</quadratic_attenuation>
Seems like a tedious task, but okay.T.M. wrote:@NTAuthority, you can use DMA map editor to check how the blocks look like and make your vertex data out of them by hands, at least thats how i did it.