Hi, I need your help again. I'm testing tracks converting RF1 to RF2, but when I arrive at StarLight, this is what I see. View attachment 1060 View attachment 1061 This also happens to me with pit lights, etc. ..
Emissive is how bright the material "shines" during the night, isn't it? Pick a shader that doesn't include Alpha Testing. Alpha Testing means a pixel is either completely opaque or completely invisible. So you get what you see in your screenshot instead of the desired result, which is from Alpha Blending. There really isn't a need to use a Stamp shader for the starting lights. Just use a normal T1 shader with alpha blending (Src Alpha/InvSrc Alpha like you already have used).
They're not actually "lights" in the actual sense but just mapped polys. You could make it bigger, work on the alpha channel to make it more visible, or just make the red brighter.
T1 for the shadow map, Src Alpha to Inv Src Alpha, white for emissive is a standard setting for lights. There are two threads on lights: a quote from the first link: "On the material side of things, white emissive glows the brightest, take a light glow texture from anywhere, paint it red, don't touch the alpha. Use a white emissive colour and it will glow red. You can change the emissive colour but there is no real need to."Glows-and-other-textures and the other link with how to set them up: gMotor-pitin-out-and-start-glow