• Open the War3 Model Editor I will call it just "Model Editor" from now on.
• Go to "Windows".
• Click "MPQ Browser"
• Open one of the Day and Night models. In "Enviroment/DNC/..."
• When you have opened one of the models, go to "Windows" and click "Node Manager".
• You will see a screen like this:
• Color: The color of the light.
• Intensity: The amount or "brightness" of the light.
• Ambient Color: The color that surrounds the doodads in-game.
• Ambient Intencity: The amount or "brightness" of the ambient light.
• Attenuation Start: The point where the light begins to loose intensity.
• Attenuation End: The point where light ends.
• Edit these fields to your liking. Here, I will make one that looks like night vision.
• This is what I set my light node as:
• And this is what it looks like, in-game:
• Ta-Da! You made a "DayandNight" model! Now, how do you use it? NOTE: When you use Ambient Color and Intensity, doodads that are "unrevealed" show as that color It makes it look strange..
Using Day and Night Models:
• Open the World Editor
• Import the DayandNight model.
• Rename it If you want by double clicking and checking "use custom path"
• Save map and close the World Editor.
• Reopen the map.
• Go to the trigger editor.
• Create a new trigger Or add on from an older trigger.
• Add a new "Action".
• Select "Custom Script" in the drop-down menu.
• Type in: call SetDayNightModels("...","...")
• Where the ...'s are, type the name of your dayandnight model. Keep the quotations.
• If you want to only make one person see the light...
• Add in this code:Custom script: if GetLocalPlayer() == PLAYER then
Custom script: call SetDayNightModels("...","...")
Custom script: endif
• For PLAYER use the jass code for the certain player, such as: Custom script: if GetLocalPlayer() == GetOwningPlayer(GetTriggerUnit()) then
• This will get the owning player of the triggering unit.
• Open the model editor.
• Browse the MPQ Browser for the model you want to create an omnilight on.
Or you can create a torch or something from my other tutorial How To: Model Weapon Attachments with Particle EmittersJust make a stick with a fire looking particle emitter at the top. Then add omnilight.
• Once you have your model that you want to add the omnilight to, go to the Node Manager.
• Right-click the window and click "Create Light".
• Right-click the Light node and select "Edit Node".
• A screen like this will pop up:
• The Pivot Points, X, Y, and Z, are where the omnilight comes from. So you want this to be where the lantern or whatever is making the light is.
• I do not recommend changing any of the checks.
• Next, double click the node.
• Change all of the variables to what you want. But, I will show you a basic "torch" like light:
• This is what it looks like, in-game:
If you want a really dark cave or something, do this:
• Add this code: Custom script: call SetDayNightModels("","")
• Put nothing in the quotations.
• Then add some omnilights to make it look like this: