@Aldebaran:
Yes, I have developed a standard set of 10 lights - 5 for the ship/station (more in a second) and 5 for the NPCs.
The code for this light set can be downloaded here.
Before you download them, though, here are some additional things I've found out:
Light groups (lt_grp) appear to be very special, hardcoded designations for lights in a set. They are not interchangable . After doing some exhaustive testing (following a "oops, my ship is black but nothing else is wrong" problem), I have determined that FL uses the groups 0, 3, 9 for very specific purposes.
I do not (yet) know what 9 is for, but 3 lights Ship CMPs, but will not light NPCs. Group 0 will light up the Room's CMP and any NPCs. So you have to create doubled sets to make a global light set act consistantly.
I have a feeling that 9 will light up additional fixtures, such as Crates, but I haven't tested this assumption yet.
Lastly, the parameters for Lights are rather... funky. If you wish to change the real color displayed, you need to alter the diffuse channel, not the color channel. I think that the color channel specifies absolute brightness (i.e., for specular highlights), but if you want funky colored lights or dark lighting, you need to work with the diffuse channel. For example:
color={
255,
255,
255
},
diffuse={
0.5,
0.5,
1
},
The code above will produce a very strongly blue hue to the lighting in the Room. Dropping the last number of the diffuse channel (it's RGB, thank goodness, not something really weird) will result in a more gray-blue... dropping it to 0.5 will produce a medium gray light. I think you can figure out the rest
Oh yeah... and Outcast... that Star Destroyer's in a funky spot because it has a HpMount in a strange place (probably somebody's attempt to deal with docking issues). That's all that's going on there
Edited by - Argh on 5/8/2005 10:49:25 PM