Maybe Aussie will chime in here?
A long time back he created some scenery objects for Maskrider, & some display lights, these seem to use the "std" light fx, so the coding must be able to be called for from the mdl/bgl somehow...
Hi UT,
Sorry I missed your post before. You can add lights in gmax by naming the material name accordingly eg: LIGHT_RECO
In scasm you can then adjust the colour to your desired RGB flavour. The below example is a white light. The red highlighted text IfVarAnd which is a simple jump to the light coding. The green highlighted text is the RGB code. If you like I can email you a .gmax file of a simple light.
ObjID( XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX )
LibObj(
PWR 0
SIZE 36
SCALE 0.500
TYPE 0
NAME "White_light" )
IfVarAnd( :L0003B4 0024 0040 )
BGLVersion( 0732 )
TextureList( 0
6 87 255 255 255 0 9.00000
INF_DAMAGE_GRD_CONC_SM.BMP ; texture 0
)
MaterialList( 0
; material 0
1.000 1.000 1.000 1.000 ; diffuse color
0.392 0.392 0.392 1.000 ; ambient color
0.000 0.000 0.000 1.000 ; specular color
0.000 0.000 0.000 1.000 ; emissive color
0.000 ; specular power
)
VertexList( 0
-1.000 0.000 1.000 0.000 1.000 0.000 0.000 1.000 ; vertex 0
-1.000 0.000 -1.000 0.000 1.000 0.000 0.000 0.000 ; vertex 1
1.000 0.000 1.000 0.000 1.000 0.000 1.000 1.000 ; vertex 2
1.000 0.000 -1.000 0.000 1.000 0.000 1.000 0.000 ; vertex 3
)
SetMaterial( 0 0 )
DrawTriList( 0
3 2 1 ; 0
0 1 2 ; 1
)
Return
:L0003B4
VarBaseOverride( 000000 )
IfVarRange( :L0003CA 028C 1 1 )
Jump32( : )
:L0003CA
Light( m 4 0.00 0.00 0.00
20 0.60 0.40 FF
255 255 255
0.00 0.00 1.00 )
EndVersion
Return
EndObj
Cheers
Aussie