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Discussion in 'Car Modding' started by ling, Jan 28, 2023.

  1. ling

    ling Registered

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    delete
     
    Last edited: Jun 25, 2023
  2. Coutie

    Coutie Moderator Staff Member

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    Do you mean the glow, or the actual light that comes out?
     
  3. ling

    ling Registered

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  4. Coutie

    Coutie Moderator Staff Member

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  5. ling

    ling Registered

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    yes
     

    Attached Files:

  6. Coutie

    Coutie Moderator Staff Member

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    Change:
    Code:
    PROJECTOR=HEADLIGHT
    {
    Light=HeadlightL
      {
        Type=Spot Pos=( 0.51, 0.49,-1.9) Dir=(-0.08,-0.1,-0.82) Range=(0.0, 200.0) Active=False Attenuate=(0.11, 0.007, 0.000027) Hotspots=(10, 60) Falloff=(2.5) Intensity=(1.53) Color=(255, 239, 218)
      }
      Light=HeadlightR
      {
        Type=Spot Pos=(-0.51, 0.49,-1.9) Dir=( 0.08,-0.1,-0.82) Range=(0.0, 200.0) Active=False Attenuate=(0.11, 0.007, 0.000027) Hotspots=(10, 60) Falloff=(2.5) Intensity=(1.53) Color=(255, 239, 218)
      }
    
    Instance=HLIGHTDS
      {
        Moveable=True
        MeshFile=hlglo_DS.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(350) Reflect=True
      }
     
      Instance=HLIGHTPS
      {
        Moveable=True
        MeshFile=hlglo_PS.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(350) Reflect=True
      }
    
    Instance=BlightPS
      {
        Moveable=True
        MeshFile=blglo_ps.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
      }
    Instance=BlightdS
     {
        Moveable=True
        MeshFile=blglo_ds.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
      }
    
    }
    To:
    Code:
    Light=HeadlightL
      {
        Type=Spot Pos=( 0.51, 0.49,-1.9) Dir=(-0.08,-0.1,-0.82) Range=(0.0, 200.0) Active=False Attenuate=(0.11, 0.007, 0.000027) Hotspots=(10, 60) Falloff=(2.5) Intensity=(1.53) Color=(255, 239, 218)
      }
      Light=HeadlightR
      {
        Type=Spot Pos=(-0.51, 0.49,-1.9) Dir=( 0.08,-0.1,-0.82) Range=(0.0, 200.0) Active=False Attenuate=(0.11, 0.007, 0.000027) Hotspots=(10, 60) Falloff=(2.5) Intensity=(1.53) Color=(255, 239, 218)
      }
    
    Instance=HLIGHTDS
      {
        Moveable=True
        MeshFile=hlglo_DS.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(350) Reflect=True
      }
     
      Instance=HLIGHTPS
      {
        Moveable=True
        MeshFile=hlglo_PS.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(350) Reflect=True
      }
    
    Instance=BlightPS
      {
        Moveable=True
        MeshFile=blglo_ps.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
      }
    Instance=BlightdS
     {
        Moveable=True
        MeshFile=blglo_ds.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
      }
    
     
  7. ling

    ling Registered

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    no still not working
    do you know of any videos showing how to add lights ?
    thanks
     
  8. Coutie

    Coutie Moderator Staff Member

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    You have other issues in the file, this one should work:
    Code:
    // This file specifices how to generate the vehicle graphics.
    // It is pointed to by one or more *.veh files.
    //
    // All information except tokens are copied directly.
    // Tokens have the format "<value>" where value is one of the following:
    //
    //   ID        - this is replaced by the proper slot identification (000, 001, etc.), or
    //   1,2,3,etc - this is replaced by the first 1,2,3 characters of the
    //               GenString defined in the corresponding *.veh file
    //   VEHDIR    - this is replaced with the proper vehicles directory (e.g. E:\Data\season01\vehicles)
    //   TEAMDIR   - this is replaced with the proper team directory (e.g. season01\vehicles\williams)
    //   SPIN      - for the vehicle spinner in the options only
    //   NOTSPIN   - for everything EXCEPT the vehicle spinner
    //   LOW       - low detail only
    //   MED       - medium detail only
    //   HIGH      - high detail only
    //   MAX       - maximum detail only
    //   DASHLOW   - low detail dash
    //   DASHHIGH  - high detail dash
    //
    //
    // Example:
    //   For slot #2 using the vehicle file "nicecar.veh", the line
    //   "Instance=SLOT<ID>   MeshFile=<123>gva.gmt" would be replaced with
    //   "Instance=SLOT002   MeshFile=nicgva.gmt"
    
    
    //----------------------------------------
    
    SearchPath=<VEHDIR>
    
    SearchPath=<VEHDIR>AstonMartin1957DBR1\50s_DBR1
    SearchPath=<VEHDIR>AstonMartin1957DBR1\50s_DBR1\maps
    SearchPath=<VEHDIR>AstonMartin1957DBR1\50s_DBR1\teams
    SearchPath=<VEHDIR>AstonMartin1957DBR1\
    SearchPath=<VEHDIR>AstonMartin1957DBR1\maps
    SearchPath=<VEHDIR>AstonMartin1957DBR1\teams
    MASFile=cmaps.mas
    
    //----------------------------------------
    
    
    //----------------------------------------
    
    Instance=SLOT<ID>
    {
      Moveable=True
    //------------------------------------MAX CAR SETTINGS---------------------------------------------
    MeshFile=body.gmt CollTarget=true HATTarget=False LODIn=(0.0) LODOut=(1000.0) ShadowReceiver=True
    //------------------------------------SHADOW AND COLLISION OBJECTS---------------------------------
    MeshFile=shadow.gmt Render=False CollTarget=False HATTarget=False ShadowObject=(true, Solid, 1024, 1024) LODIn=(0.0) LODOut=(1000.0)
    
      Actor=VEHICLE
    
    
    /////////////////////////////////////////////////TIRES////////////////////////////////////////////////////////
    
    Instance=COCKPIT
      {
      Moveable=True
      MeshFile=cockpit.GMT CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(50.0) ShadowReceiver=True
    MeshFile=body.gmt CollTarget=true HATTarget=False LODIn=(0.0) LODOut=(1000.0) ShadowReceiver=True
    MeshFile=mirror_inte.GMT CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(50.0) ShadowReceiver=True
      }
     
      Instance=Helmet
      {
        Moveable=True
        MeshFile=Helmet.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(1000.0)     ShadowReceiver=True
      }
    
      Instance=BODY
      {
        Moveable=True
        MeshFile=Driver.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(1000.0) ShadowReceiver=True
      MeshFile=cockpit.GMT CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(50.0) ShadowReceiver=True
      MeshFile=mirror_exte.GMT CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(50.0) ShadowReceiver=True
      }
    
    
      Instance=Wheel
      {
        Moveable=True
        MeshFile=SWheel.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(1000.0) ShadowReceiver=True
      }
    
    
     Instance=LFTIRE
      {
       Moveable=True
       MeshFile=wheel_lf.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 2048, 2048)  LODIn=(0.00) LODOut=(1000.0) Reflect=True
    
    
      }
    
      Instance=RFTIRE
      {
       Moveable=True
       MeshFile=wheel_rf.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 2048, 2048)  LODIn=(0.00) LODOut=(1000.0) Reflect=True
      }
    
      Instance=LRTIRE
      {
       Moveable=True
       MeshFile=wheel_lr.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 2048, 2048)  LODIn=(0.00) LODOut=(1000.0) Reflect=True
      }
     
      Instance=RRTIRE
      {
       Moveable=True
       MeshFile=wheel_rr.gmt CollTarget=true HATTarget=False ShadowCaster=(True, Solid, 2048, 2048)  LODIn=(0.00) LODOut=(1000.0) Reflect=True
    
      } 
    
    
      Instance=LFSPINDLE
      {
        Moveable=True
      MeshFile=LF_SPINDLE.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(100.0) ShadowReceiver=True
      }
    
     Instance=LRSPINDLE
      {
      Moveable=True
      MeshFile=LR_SPINDLE.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(100.0) ShadowReceiver=True
      }
    
      Instance=RFSPINDLE
      {
        Moveable=True
      MeshFile=RF_SPINDLE.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(100.0) ShadowReceiver=True
      }
    
     Instance=RRSPINDLE
      {
      Moveable=True
      MeshFile=RR_SPINDLE.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(100.0) ShadowReceiver=True
      }
    
    
    Light=HeadlightL
      {
        Type=Spot Pos=( 0.51, 0.49,-1.9) Dir=(-0.08,-0.1,-0.82) Range=(0.0, 200.0) Active=False Attenuate=(0.11, 0.007, 0.000027) Hotspots=(10, 60) Falloff=(2.5) Intensity=(1.53) Color=(255, 239, 218)
      }
      Light=HeadlightR
      {
        Type=Spot Pos=(-0.51, 0.49,-1.9) Dir=( 0.08,-0.1,-0.82) Range=(0.0, 200.0) Active=False Attenuate=(0.11, 0.007, 0.000027) Hotspots=(10, 60) Falloff=(2.5) Intensity=(1.53) Color=(255, 239, 218)
      }
    
    Instance=HLIGHTDS
      {
        Moveable=True
        MeshFile=hlglo_DS.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(350) Reflect=True
      }
     
      Instance=HLIGHTPS
      {
        Moveable=True
        MeshFile=hlglo_PS.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(350) Reflect=True
      }
    
    Instance=BlightPS
      {
        Moveable=True
        MeshFile=blglo_ps.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
      }
    Instance=BlightdS
     {
        Moveable=True
        MeshFile=blglo_ds.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
      }
    
     
  9. svictor

    svictor Registered

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    The game will crash if an object does not have material assigned to its mesh. Check if the hlglo and blglo GMT files have correctly assigned to materials (by open material list in 3dsimed; or right click on the model mesh, if a mesh looks grey and not responds to right click then it has no material).

    Also make sure that each brackets pair in gen file starts and ends correctly for each instance (and the most outer brackets), wrong or missing brackets can cause a lot strange issues(such as upgrades does not work).
     
  10. ling

    ling Registered

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    thanks this one worked sort of, the dashboard became transparent (but i fixed that some how) but the headlights come on but still don't illuminate, do i have to make the lights in 3ds max ?
    thanks for the help
     
  11. ling

    ling Registered

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    thanks the car loads in game again now and the headlights come on but don't illuminate
     
  12. svictor

    svictor Registered

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    To have illumination, each materials in hlglo*.gmt and blglo*.gmt must end with correct suffix.

    For headlights, the suffix is _HLGLO , so material name will be like following (you will need corresponding texture sequence as well):
    upload_2023-2-5_20-25-22.png

    And for brakelight suffix, it is _BLGLO
    Note, brakelight uses 3 texture frame sequence, which is 0,1,2

    Also brackets must enclosed correctly for every instance, otherwise headlights or brakelights can also fail to illuminate.
     
    Last edited: Feb 5, 2023
  13. ling

    ling Registered

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    hi yes i have them and i have got the lights a little bit better but they are still not casting any light on to the road, i think i dont have the materials on the right objects
     
  14. ling

    ling Registered

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    i have got this now, i think i have the materials the wrong way round or something all so when i turn them on rf say and the lights are see through
     

    Attached Files:

    Last edited: Feb 6, 2023
  15. Coutie

    Coutie Moderator Staff Member

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    Do you have:
    Code:
    Light=HeadlightL
      {
        Type=Spot Pos=( 0.51, 0.49,-1.9) Dir=(-0.08,-0.1,-0.82) Range=(0.0, 200.0) Active=False Attenuate=(0.11, 0.007, 0.000027) Hotspots=(10, 60) Falloff=(2.5) Intensity=(1.53) Color=(255, 239, 218)
      }
      Light=HeadlightR
      {
        Type=Spot Pos=(-0.51, 0.49,-1.9) Dir=( 0.08,-0.1,-0.82) Range=(0.0, 200.0) Active=False Attenuate=(0.11, 0.007, 0.000027) Hotspots=(10, 60) Falloff=(2.5) Intensity=(1.53) Color=(255, 239, 218)
      }
    
    Instance=HLIGHTDS
      {
        Moveable=True
        MeshFile=hlglo_DS.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(350) Reflect=True
      }
     
      Instance=HLIGHTPS
      {
        Moveable=True
        MeshFile=hlglo_PS.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(350) Reflect=True
      }
    
    Instance=BlightPS
      {
        Moveable=True
        MeshFile=blglo_ps.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
      }
    Instance=BlightdS
     {
        Moveable=True
        MeshFile=blglo_ds.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
      }
    In your gen file?
     
  16. ling

    ling Registered

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    i have this for lights

    PROJECTOR=HEADLIGHT
    {
    Moveable=True Dyn=True Active=False Pos=(0, 0.0, -60.0) Dir=(0.0, -0.95, -2.6) Radius=(20) Blend=(InvDstColor, One) TEXMAP=headlight1.DDS
    }


    Instance=HlightPS // HEADLIGHT LEFT
    {
    Moveable=True
    MeshFile=hlglo_ps.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(1000.0)
    }

    Instance=HlightDS // HEADLIGHT RIGHT
    {
    Moveable=True
    MeshFile=hlglo_ds.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(1000.0)
    }

    Instance=BlightPS
    {
    Moveable=True
    MeshFile=blglo_ps.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
    }
    Instance=BlightdS
    {
    Moveable=True
    MeshFile=blglo_ds.gmt CollTarget=False HATTarget=False LODIn=(0.00) LODOut=(500.0)
    }

    }
     
  17. ling

    ling Registered

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    wow i just tried your edited gen file and the lights work great know thank you, they are still see through but now they cast light and rf know they are working.
    are the setting in the gen file the same for every car ?
    and thank you again
     

    Attached Files:

    Last edited: Feb 6, 2023
  18. Coutie

    Coutie Moderator Staff Member

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    No, you'll want to tweak them for each car.
     
  19. ling

    ling Registered

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    which part normally need tweaking ?
    it a pity there is not a standard texter /shader pack for each part of the car wheel,glass,lights and body
     

    Attached Files:

    Last edited: Feb 6, 2023
  20. Brent

    Brent Registered

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    The pos= coordinates is where the point location is for the light.
    The dir= is the direction pointing slightly down and toward the sides.
    Range= how far the light extends until it doesn't illuminate anymore.

    Keep in mind they are X, Z, Y and adjust them to fit your car.
     

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