RANDOM INFO ABOUT EFFECTS:
(I'll try and stitch all this stuff together in tutorial form eventually)
The only effects that which will actually "switch on" lighting if they're assigned to a vertex in vanilla or by IWTE's new "reset complex effects" button are one's with
type light as the type for one of their components; so in vanilla descr_burning_building.txt
burning_building_new_medium_set will generate a cast light effect as it's code is
Code:
effect_set burning_building_new_medium_set
{
lod 10000
{
flaming_particles_medium
fiery_smoke_medium
dense_smoke_medium
embers_medium
burning_building_light
burning_building_sound_medium
fire_flare_sound
}
}
which contains burning_building_light which is
Code:
effect burning_building_light
{
type light
{
keyframe_colour
{
0.00, 238, 173, 140
0.05, 238, 148, 108
0.15 236, 158,152
0.18, 220, 151, 119
0.21, 230, 165, 108
0.26, 238, 177, 137
0.31, 236, 158,152
}
keyframe_radius
{
0.0, 3
}
light_map_scale 0.05
}
}
with the type light bit
window_fire_small doesn't generate a cast light effect even if referenced by a complex & vertex as its code is
Code:
effect_set window_fire_small
{
lod 10000
{
;small_flame
flaming_particles_small
fiery_smoke_small
burning_building_sound_small
}
}
and if you look up all those included effects, flaming_particles_small etc, you'll see they are all "type particle"
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Effects that are actually capable of activating cast light, as explained above, should be added with the setting "1" in the dropdown box for "light emitting" when adding the Collision Effect line.
Effects that aren't should have "0" in the dropdown box. Copies of the combined effects used for the little torches throughout vanilla that use "brazier_small_set" and "light" should have the "light" line set as light emitting, and the brazier line not... because it doesn't contain a light casting effect.
If you add both as "light emitting" you'll be using up more light effect rows, which makes the Reset process take longer, and might mean you can't get all the effects you want to be activated for a Complex included within the 69 hard coded limit.
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To get the best possible result from IWTE's new lighting function you ideally need more than 69 light emitting effects in the entire .world, so that IWTE can select up to 69 for each Complex if required to fix an animation bug. (basically where the animation you copied may have referred to, for example, complex effect no.65, and if you then only have 45 complex effects, the animinstances chunk tries and fails to find no.65 and gives you some 'Disco Lighting' effects instead!)
However you also should remember that only 69 effects can possible be applied to a Complex, so if you've got only one Complex and 90 lights, then 21 of them won't be able to cast light on the structure.