And here we go again, I am having some sort of stupid mistake I received help for this from mianiak some time ago... but seems like nothing works what I try. This is the setting: I am just trying to make simple blinking police light (ON/OFF). My textures are: glow.dds (placeholder) glow00.dds (light off) glow01.dds (light on) And nothing happens, I only see the glow00.dds, or glow01.dds if I change frame order. But no animation any sort, and I believe I tried ALL possible options and combinations without success.
It looks like you want it to work when you turn the headlights on? or work all the time? If you want it to work all the time, set it to cycle, if you want it to work with headlights then you need to use the headlight naming convention.
If cycle didn't work I don't see how the headlight would. We had to do this in rf1, but couldn't assign an animation to the headlight. It was either texture_00 or texture_01. The solution for us was to set the lights to cycle but use another gmt to hide the blinking light. Then assign the headlight texture to the new gmt to hide or reveal the blinking light. No idea if that's needed in rf2.
I can't get grasp of the headlight naming conventions, but I just would want to have a animated texture. Be it a light or not, this is very odd indeed...
Ahh, good call toebee, afaik, it's still the same. Johannes, I'm sorry, headlight wont work, I led you astray there. I dunno how I can forget about that, it's the one thing that prevents you from doing these tricky things, but that cover of toebee's is a really great idea. Maybe you should give that a go? Those settings you have (but with cycle) are all correct, it should work. The rate is quite slow though, for this type of light you might want to lower it. Are you exporting it to the right folder and have the right search paths in your gen? are you using src alpha - inv src alpha? glow00.dds has a black alpha layer? and glow01.dds has white alpha?
lights in rfactor tracks cycle on and off. but I expect it depends on the material naming. lights as used on towers and such, work if you name them "bulbglo" lights for a pace car appear to use "seqlight01" havent tried in rf2 yet. edit now tried in rF2 and it works. using the seqlight material naming, set rate to 8 and cycle sequence 0,1,0,1 added blue flashing lights to a fire engine.
Just to add something, I know when your doing say a pit limiter light you set: Map type - Src Alpha Blend mode - Inv src alpha Animation source - texture maps Animation data - select Random & add your sequence, frames and name I don't know if that helps but I have seen it set up the same way on pace car lights, minaiak is the genius when it comes to this stuff and he taught me quite a few things over the years.
Nope, not working. I wonder if this is something in Beta, or a feature which is done differently with rF2...
I was reading this thread and I saw Dreken's post and I was like, man Johannes you missed it, heh, but now I see you spotted it. seqlight, good for emergencies.