lighting Lighting The ambient lighting is infinitely adjustable 0-255 in red green and blue so you can make the ambient, or light that is just in the "air" any color you like... think of it like colored fog... The directional lighting settings below the ambient settings are in -1 0 and +1 increments and stand for -1 (light from the front, top, or left) and +1 (light from the bottom, back, or right), 0 is off, and is very handy in order to fill in areas or light surfaces that are facing in a certain direction or to highlight certain surfaces or walls. Emissive; is light that makes an object "glow" and it makes that object get brighter independently of not only other objects, but also of the color of light... If you make a prop have emissive light, it will ignore the effects of shource lighting and ambient lighting color... Ambient; controls how the objects intensity of light and shadow surfaces interact with The light area ambient light and directional lighting... if an object has a side that is in the dark, adjusting the ambient lighting effect will make the light side lighter and the dark sides darker... Diffuse; controls how the object it lit all over, and is like a light that shines on the objects from all angles so it gets brighter and darker evenly (in concert with the ambient setting) You might ask why is this different from emissive which on the surface seems to do the same thing, but the difference is Diffuse lighting takes into account the color of the lit areas ambient and direction colors, so adjusting this will make the object turn more intensly the color that is set in the lighted area or by nearby light sources... If red, they become more intensly red on all sides by increasing diffuse light... whereas increasing emissive light will make a gold object (natively gold in color) brighter gold color ignoring that all the other objects around it are red... Its nice for doing things like if you want the Holy Grail to shine in a backdrop of colored light to show it is special Smile Fade; of course is just the level of transparency of the object, and has less to do with the lighting except for the fact that when you apply it to light objects shadow or light bloom textures on signs, you can adjust the intensity of that light... (Like the light reflection prop if you used it for a wall sconce light and want the light reflection you see on the wall to be not so bright, or have the pattern of the wall paper shine thru it more) light effects Light Effects coals with glow: 2 snow props 1. http://i1004.photobucket.com/albums/af165/RLCSPS/Build%20Mode/Fireplaces/HotCoals.jpg Create light script color 255,200,150 intensity 300 2.attach animated texture-fire.spr state emissive 125 diffuse and ambient 255 Colored waterfall: 1. attach animated Texture-waterfall1.spr 2.Create light area ambient 50 for blood state diffuse and ambient 255 Flickering candle: 1. Create light Color..all on 255 intensity 100 2. attach animated sprite-fire.spr scale 4 state emissive 50 diffuse and ambient 255 state diffuse and ambient 255 the glow: sign_01 animated 1. attach animated texture-glow.spr 2. move within bounded box ybound 2 speed 350 turn rate 7 state emissive 125 diffuse and ambient 255 Chair shadow state fade-75 scale: 1, 1.37, 0.01 rotation X 270 sunset: add flash if have pic for sky sphere place inside of trigger box: all ambient color on 75 Create light area ambient color- all on 75 emissive 50 diffuse and ambient 255 state diffuse and ambient 255 Sphere_01 create light area color- 255,200,125 intensity 1500 state diffuse and ambient 255 night Sphere_01 create light area color- 185,200,125 intensity 1500 state diffuse and ambient 255 trigger box: create ligh area everything on 0 color charts http://www.redlightcenter.com/net/usermedia/mediafile.ashx?iid=15555739&sz=500 http://www.redlightcenter.com/net/usermedia/mediafile.ashx?iid=15555736&sz=500 http://www.redlightcenter.com/net/usermedia/mediafile.ashx?iid=15555737&sz=500