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Post by jab on Aug 19, 2016 12:09:00 GMT -6
Would anyone know why the mesh doesn't show on parts assigned to lightmasks and don't light up when I go ingame?
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Post by Anthony A. on Aug 19, 2016 22:26:13 GMT -6
Would anyone know why the mesh doesn't show on parts assigned to lightmasks and don't light up when I go ingame? I figured out my little problem i was having! For your lights to illuminate in your mask alpha you need to have the texture white at least that's how i got it, and make sure when your moving the tiles to the right your on UV channel 1 for the correct type of light and the pattern you want them to take on UV Channel 2. Hope that makes sense!
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RBR-DUK
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Post by RBR-DUK on Aug 20, 2016 16:13:56 GMT -6
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Post by jab on Aug 20, 2016 17:04:43 GMT -6
Well I think everything is mapped properly, it's just nothing I assign to that material appears ingame. Earlier I changed the uv channels for the parts I have assigned to the material from 2 to 1, and I got this exploded mesh looking stuff under the trailer, but when I changed it back to 2 channels that went away, and still no lights or anything was showing ingame. I'll get screen shots to show what I'm talking about shortly this is what it looks like in Zmod And when I go into game I get this
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RBR-DUK
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Post by RBR-DUK on Aug 21, 2016 15:12:47 GMT -6
Show us: Texture 1 with alpha channel Texture 2 with alpha channel UV 1 for texture 1 UV 2 for texture 2 Material values
You need 2 textures: 1st-basic light and 2nd-light_mask (You can add 3rd one-light_normals, if You want). UV 1 has basic position UV 2 is moved to the right position, depending on what light/color You want? material values: lamp.add.env or lamp.tsnmap.add.env. add_ambient : 0 diffuse : { 1.0 , 1.0 , 1.0 } env_factor : { 1.0 , 1.0 , 1.0 } fresnel : { 0.2 , 0.9 } shininess : 80 specular : { 0.0732389 , 0.0732389 , 0.0732389 }
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Post by jab on Aug 21, 2016 15:43:12 GMT -6
Show us: Texture 1 with alpha channel Texture 2 with alpha channel UV 1 for texture 1 UV 2 for texture 2 Material values You need 2 textures: 1st-basic light and 2nd-light_mask (You can add 3rd one-light_normals, if You want). UV 1 has basic position UV 2 is moved to the right position, depending on what light/color You want? material values: lamp.add.env or lamp.tsnmap.add.env. add_ambient : 0 diffuse : { 1.0 , 1.0 , 1.0 } env_factor : { 1.0 , 1.0 , 1.0 } fresnel : { 0.2 , 0.9 } shininess : 80 specular : { 0.0732389 , 0.0732389 , 0.0732389 } I copied the dds files from the w9 and didn't edit them at all.
material : "eut2.lamp.add.env" { texture[0] : "/vehicle/trailer/wilsonls/lights.tobj" texture_name[0] : "texture_base" texture[1] : "/vehicle/trailer/wilsonls/lightmask.tobj" texture_name[1] : "texture_mask" texture[2] : "/material/environment/vehicle_reflection.tobj" texture_name[2] : "texture_reflection" diffuse : { 1 , 1 , 1 } specular : { 0.0705882 , 0.0705882 , 0.0705882 } shininess : 80 add_ambient : 0 env_factor : { 1 , 1 , 1 }
}
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RBR-DUK
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Post by RBR-DUK on Aug 22, 2016 4:53:25 GMT -6
In My opinion WILSONTRAILER.COM sign should be illuminate (with fancy flares and alpha channel), NOT the background. At night, You will see shit. Simple dif.lum material plus one texture with alpha can do that.
Anyways, in Your case, change the second texture to pitch BLACK with WHITE alpha channel.
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Post by jab on Aug 22, 2016 10:28:59 GMT -6
Anyways, in Your case, change the second texture to pitch BLACK with WHITE alpha channel. Will that also fix the side orange running lights and red lights in the back tgat don't show up either?
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RBR-DUK
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Post by RBR-DUK on Aug 23, 2016 7:08:19 GMT -6
I`m talking about WT logo only, so I don`t know. Maybe yes, maybe not. Depends what You did, because if You set UV1, UV2 position + textures with alpha correctly, there is no way... so You did something wrong.
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Post by jab on Aug 23, 2016 7:41:44 GMT -6
I`m talking about WT logo only, so I don`t know. Maybe yes, maybe not. Depends what You did, because if You set UV1, UV2 position + textures with alpha correctly, there is no way... so You did something wrong. Well all I did is copy the dds, mat, and tobj files from the w9 and edit the file paths, load the material in zmod, assign some of the lights, map them and export. So is there any def files I need to do or something like that?
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RBR-DUK
Frequent Flyer
You ever seen a duck that couldn’t swim? Quack, quack!
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Post by RBR-DUK on Aug 23, 2016 15:52:58 GMT -6
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Post by jab on Aug 23, 2016 16:02:39 GMT -6
Thanks!! I'll give these a try and see if it works.
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Post by jab on Aug 25, 2016 13:14:12 GMT -6
Yeah it still doesn't work, so I guess it's one of the material settings in zmod or one of these
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