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Post by littledica99 on Apr 4, 2017 16:40:15 GMT -5
Some objects, to stay bright under any light, use this kind of map that tells the game to keep that area of the texture 100% lit: How can i add it to a custom object? What is the shader option? How do i create the actual DTS Image for it? Thanks in advance
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Post by orangemittens on Apr 4, 2017 16:49:19 GMT -5
The closest we have to a tutorial showing how to add this image is one that shows how to add a different image HERE. What item in the game uses the image you want to add?
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Post by littledica99 on Apr 4, 2017 16:55:21 GMT -5
I'm creating a default phone replacement (kinda big deal it looks sleek if you ask me XD ) and i wanted the screen to light up.
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Post by orangemittens on Apr 4, 2017 16:59:04 GMT -5
Hi littledica99, I mean which EA item has the behavior that you want the phone to have? The one you were referring to when you said, "some objects, to stay bright under any light, use this kind of map."
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Post by Deleted on Apr 4, 2017 17:00:25 GMT -5
The Shader Option is - "Full Bright". Only the Phong/s in the Model LOD/s should be changed. The Main MODEL section and the MODEL LOD Section/s have to be changed.
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Post by littledica99 on Apr 4, 2017 17:08:56 GMT -5
Hi littledica99, I mean which EA item has the behavior that you want the phone to have? The one you were referring to when you said, "some objects, to stay bright under any light, use this kind of map." Almost every City Living objects, here's an example with in-game and studio screenshot: Studio:
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Post by littledica99 on Apr 4, 2017 17:10:32 GMT -5
The Shader Option is - "Full Bright". Only the Phong/s in the Model LOD/s should be changed. The Main MODEL section and the MODEL LOD Section/s have to be changed. I think i tried this one, but, from what you just told me, i might have got it the wrong way. Totally giving this shader another shot, maybe this time works! But, i'd prefer the light map to have more accurate results regarding the areas of the texture i want to make bright. Full bright is totally a safe plan b though
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Post by Deleted on Apr 4, 2017 17:16:36 GMT -5
Come to think of it, Orange Mittens has a Light Tutorial that covers Painting certain areas of a Mesh...maybe a Vertex Coat on the areas you don't want Full Bright? Just guesstimating on this.
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Post by littledica99 on Apr 4, 2017 17:21:30 GMT -5
Come to think of it, Orange Mittens has a Light Tutorial that covers Painting certain areas of a Mesh...maybe a Vertex Coat on the areas you don't want Full Bright? Just guesstimating on this. Also tried.. Using a Lamp set up like MXIMS did on his light up MacBook Air. Didn't work, i literally downloaded his set up to see how it works, copied the light set up with my own verticles tho, and it didn't work. Also painted the areas in vertex paint. Might it be the fact that the vertex paint was on a CUT 1 instead of 0? Even tho the full bright is actually on cut 1 so that doesn't mean anything at all
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Post by Deleted on Apr 4, 2017 17:25:48 GMT -5
Ahhh...Bummer. Late here.. gotta Crash, will check back tomorrow...and help more if i can. Rock On!
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Post by littledica99 on Apr 4, 2017 17:35:11 GMT -5
Ahhh...Bummer. Late here.. gotta Crash, will check back tomorrow...and help more if i can. Rock On! Thanks! <3 I really can't wait to finish this project, it lasted 1 week of hard work only meshing and texturing.. and shader-ing (if thats even a verb >.< ) has never been that long lasting issue for me.. Hear from you soon!
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Post by orangemittens on Apr 4, 2017 17:40:19 GMT -5
That sign is using a phong with a light map referenced in the LOD and Model. The tutorial I linked should give you a rough idea of what you're doing. You need to add these things to the material variant: If that isn't enough to get you started let me know and I can take more pics. The LightMapTex field will need to be filled with a hashed number that matches the hash you give the image you add. Studio's hash tool (upper menu bar Tools menu) will create one from text for you.
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Post by littledica99 on Apr 5, 2017 7:28:35 GMT -5
That sign is using a phong with a light map referenced in the LOD and Model. The tutorial I linked should give you a rough idea of what you're doing. You need to add these things to the material variant: If that isn't enough to get you started let me know and I can take more pics. The LightMapTex field will need to be filled with a hashed number that matches the hash you give the image you add. Studio's hash tool (upper menu bar Tools menu) will create one from text for you. Thanks thanks thanks for the tip! I will totally give it one more try!
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Post by littledica99 on Apr 5, 2017 9:40:06 GMT -5
An error occurred :( What did i do wrong? DTS image file set up and material shader changed to have the light map support done too :c (not closing the app and loosing the changes until i recieve an answer :P )orangemittens
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Post by littledica99 on Apr 5, 2017 9:44:21 GMT -5
I noticed that the DTS image of the light map texture is ZERO BYTES??
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