Futuristic Desk with glass surface and neon lighting solved!
Nov 14, 2021 1:34:20 GMT -5
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Post by Fwecka (Lolabellesims) on Nov 14, 2021 1:34:20 GMT -5
Keep in mind that this method will not allow the tubes on the desk to behave like a light. You won't be able to turn the light on and off. It'll simply come on at night and turn off in the morning automatically.
Vertex paint the tubes on your desk per this tutorial. Do this for each LOD.
Clone a lamp and a desk with a glass top. Open each and arrange them side-by-side. Enter the warehouse in both.
In the desk package, click the high LOD with the group number 000000000. Click edit items.
The lamp's stride value is 36.
You must change the desk's stride value to 36, as well. Do this for Phong and for PhongAlpha.
Do the same for model LOD group number 000000001.
Click model and click edit items next to Lods.
Click low detail flags then click the edit items button. Then change the stride value to 36 for both Phong and PhongAlpha.
Above where you change the stride value, there's an edit items button next to declarations. Chick the button.
You'll be taken to the editing declarations window. Do the same with the lamp's file. There is no color line so you'll have to add one manually. Click the add button to create the color line. Once you've added it, click and drag it so that it's under the "Usage: UV..." line. You must change every value in the desk's file to match exactly what's in the lamp's file; not just the color line but ALL of the lines. If you don't do this you will have an exploded mesh in game.
Make sure you do the same thing with editing declarations in every LOD and with every Phong and PhongAlpha shader! It won't work otherwise. You don't have to do anything with the shadow meshes. Just the LODs.
You can close the lamp file now. You only needed it so you could copy its values.
EDIT: Reimport your mesh again because the mesh might have exploded. Save your file. Close Studio. Open Studio again and check your meshes in the warehouse. Do they look okay? If so, proceed.
Now, you need to enable UseVertSelfIllumination. Click on one of the model LODs and click edit items.
Click the Phong shader, then edit items.
Click on the first variant. Click edit items.
Click UseVertSelfIllumination. On the right side, change the value from 0 to 1.
Do the same for each variant. Go back to where you clicked Phong and select PhongAlpha. Do the same for each variant within PhongAlpha, as well.
Repeat the steps for the other model LOD.
For model, select it then click edit items.
Select low detail flags then click edit items.
You'll now be taken to the window that lists Phong and PhongAlpha.
Repeat what you did above for each variant within each shader. It's important that you enable UseVertSelfIllumination for every LOD, every shader, and every variant or this will not work.
Follow steps 15-18 in this tutorial. You will have to take your mesh into Blender to get the Z-value as explained in steps 12-13.
Import your meshes and textures and save your file.
Note: It's possible that Studio won't let you save and will throw an error. If that happens open the lamp you cloned and go into the warehouse. Right-click the light resource and choose export. It will export as a .binary file. Then open the desk file and click the light resource, right-click and choose import. Import the .binary from the lamp file. You should be able to save your file now.
Vertex paint the tubes on your desk per this tutorial. Do this for each LOD.
Clone a lamp and a desk with a glass top. Open each and arrange them side-by-side. Enter the warehouse in both.
In the desk package, click the high LOD with the group number 000000000. Click edit items.
The lamp's stride value is 36.
You must change the desk's stride value to 36, as well. Do this for Phong and for PhongAlpha.
Do the same for model LOD group number 000000001.
Click model and click edit items next to Lods.
Click low detail flags then click the edit items button. Then change the stride value to 36 for both Phong and PhongAlpha.
Above where you change the stride value, there's an edit items button next to declarations. Chick the button.
You'll be taken to the editing declarations window. Do the same with the lamp's file. There is no color line so you'll have to add one manually. Click the add button to create the color line. Once you've added it, click and drag it so that it's under the "Usage: UV..." line. You must change every value in the desk's file to match exactly what's in the lamp's file; not just the color line but ALL of the lines. If you don't do this you will have an exploded mesh in game.
Make sure you do the same thing with editing declarations in every LOD and with every Phong and PhongAlpha shader! It won't work otherwise. You don't have to do anything with the shadow meshes. Just the LODs.
You can close the lamp file now. You only needed it so you could copy its values.
EDIT: Reimport your mesh again because the mesh might have exploded. Save your file. Close Studio. Open Studio again and check your meshes in the warehouse. Do they look okay? If so, proceed.
Now, you need to enable UseVertSelfIllumination. Click on one of the model LODs and click edit items.
Click the Phong shader, then edit items.
Click on the first variant. Click edit items.
Click UseVertSelfIllumination. On the right side, change the value from 0 to 1.
Do the same for each variant. Go back to where you clicked Phong and select PhongAlpha. Do the same for each variant within PhongAlpha, as well.
Repeat the steps for the other model LOD.
For model, select it then click edit items.
Select low detail flags then click edit items.
You'll now be taken to the window that lists Phong and PhongAlpha.
Repeat what you did above for each variant within each shader. It's important that you enable UseVertSelfIllumination for every LOD, every shader, and every variant or this will not work.
Follow steps 15-18 in this tutorial. You will have to take your mesh into Blender to get the Z-value as explained in steps 12-13.
Import your meshes and textures and save your file.
Note: It's possible that Studio won't let you save and will throw an error. If that happens open the lamp you cloned and go into the warehouse. Right-click the light resource and choose export. It will export as a .binary file. Then open the desk file and click the light resource, right-click and choose import. Import the .binary from the lamp file. You should be able to save your file now.