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Adding RxD Emitters


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Posted

Using the RxD presets make a dummy object so you can move the emitter around. Most common will be tib gas/dust dummy_tib_damp_big and dummy_tib_damp_big2

rxd_dummy.jpg

 

One you have positioned the object where you want we will replace the dummy object with the permanent tile object.

Replace.jpg

e_tib_damp-big.jpg

 

Once you replace object with tile preset you wont be able to move it unless you replace it with dummy object or manually select.

rxd_tile.jpg

 

 

 

e_tib_damp-big.w3d

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Posted

OG Field Lights Tut

This only works client side meaning the client and the server needs the map.


I have been asked this many times so I decided to make a quick tutorial, I will be showing you how to add to add lights to lamps on field as my example.

First off you can't just place the emitter on the map because it will be unmovable you have to turn it into a dummy object first. Create a dummy preset and choose the emitter of your liking.

Then press make and place the dummy object where it looks the best.
Now make a tile preset and set Physics type to StaticPhys and choose your emitter model and check IsNonOccluder.

After you have made your tile select all the dummy objects with the same emitter and go to Object>Replace Selection and choose the tile you just made , now as you can see dummy object has been replace with actual emitter and you cant move it.

If you mess up you can always delete the emitter by going into instances>tile then select the emitters and delete them.

Now you are done just save the map and export it.

 

dummy.jpgplace dummy.jpgreplace.jpgtile.jpgdelete.jpgshiny lights.jpg

Field_Lights_Tut.zip

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