I know that it is possible to make weapon projectile cast light.
But how about
1)headlights(those on ships and stations)?
2.)And system lights? They've got now shadows(looks strange when you are behind an asteroid and there's no shadow)
3.)Other effects(explosions, hull hits, projectile object hits flashes etc.)?
That's what I've found:
Posted by Devast8or:
QuoteDisplay MoreAs I recall (it's been a good while), and has been suggested, you need to use a proper [Effect] and attach light to it. Typical Freelancer lights are not proper [Effect]s and so can't cast light on other objects. However, you might try, say, taking some engine's ALE effect and tweaking it to look like a regular light (there's an ALE editor out now, this is totally doable). You could then make that effect cast light. Check out the ALE editing thread(s) for info on how to do this, I imagine there is sufficient information to get rolling.
Effects can be attached directly to a ship like equipment via a loadout (for NPCs) or goods.ini (for players). I'm uncertain if you can mount and unmount them like equipment, but you're welcome to try. As an example, the mining ship has exhaust effects attached to it.
solar/loadouts.ini:
[Loadout]
nickname = mining_co_01 ;this loadout is used on some mining ship bases
...
equip = mining_ship_enhaust, HpExhaust01
...
equipment/select_equip.ini
[AttachedFX]
nickname = mining_ship_enhaust
particles = gf_misc_miningship_exhaustsmoke
fx/effects.ini:
[Effect]
nickname = gf_misc_miningship_exhaustsmoke
effect_type = EFT_EQUIP_ATTACHED
vis_effect = gf_misc_miningship_exhaustsmoke
snd_effect = atmospheric_buffeting
So, once you have your not-light lights set up as [AttachedFX] you can stick them where you want them, just like vanilla lights except that they actually cast light on things.
So is this the way? I can't look through the files and play around with it all 'cos really short of time.
If this is the way to do it, could someone give some example(tutorial?)?