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Shore locations or in 3D Sailing Mode?
For shore, see here: Guide - Generating Location Lighting Files (.COL)
For sea, I haven't a clue because that feature was added after Storm 2.
I know PotC:NH has a system that allows you to add new locators through code.I will clarify my question: I'm wondering whether it's possible to add light to the location as a program, without editing the resources?
I know PotC:NH has a system that allows you to add new locators through code.
That way you don't need to edit the location GM files.
You have to look through the files. Probably "MAXIMUS_functions.c", search for "WriteAdditionalLocators" or something like that.And?
The LocationModelBlend is the technique block that contains the DirectX commands correlated to SetRenderState calls. At the moment, it appears to only be used in the jungle/scenes outside town, but I'm sure one could write their own technique block and add that same attribute to other locations if desired. LocationModelBlend block is written in modules\techniques\maineffects.sha; look for the block LocationModelBlend section.
IDirect3DDevice9::SetRenderState method (Windows)
The left side of the equation in the pass p0 part, correlates to the particular render state and the name is usually easy to determine which renderstate it will affect:
D3DRENDERSTATETYPE enumeration (Windows)
Example: lighting will set D3DRS_LIGHTING, ambient will set D3DRS_AMBIENT, fogenable will set D3DRS_FOGENABLE, etc. Some of the right side of the = will set true/false, while others will get some integer value, depending on how DirectX desires the value for the particular state you are setting.
There is also another way built into the game to set ambient lighting, using loc_ambient.sha, but it doesn't work and has no effect. The developers intended to use the ambient settings in that file to affect the ambient light shades while inside different locations such as cave, house, tavern, etc. You can see this in the LoadLocation() function of locations_loader.c. However, as I mentioned, though it does call ExecuteTechnique in the back-end engine, it is done at the wrong time of the DirectX pipeline process, so has no effect on the ambient lighting at all; those render states need to be called at a different time. I am going to change the engine to enable that feature.
I wonder how the game will look if you add the light that you mentioned.