well i have done what it says here https://docs.studio-397.com/developers-guide/car-development/car-art/car-lights and the Glow meshes i took from another car using 3dsimed3 this is my first car mod. thanks for your help
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) }
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) }
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).
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
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): 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.
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
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
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?
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) } }
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
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
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.