can someone explain night lighting

Discussion in 'Track Modding' started by les, Feb 10, 2012.

  1. les

    les Registered

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    i know you need a gmt for night lighting as far as the night light glow not sure

    this is a screen shot i have of the glow which works but should not show up during the day i dont think at least in joesville it does not show up but at night there is no lighting i mean the lights dont come on

    i used to use 3dsimed for this but that does not work for rfactor 2 so im at a loss can someone give me a an example code for the track file and what to make a gmt with so it shows light is it an omni light if so how do i make a gmt from that

    View attachment 1084
     
  2. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Nevermind, I was wrong here ...
     
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  3. Gmilno

    Gmilno Registered

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    Thanks . . . that's 1 question answered . . . in my track there is no light emitted onto the track or any trackside objects from the omni's . . . did i miss something ?
     
  4. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Are the objects set to receive Omni light? In the Exporter's Instance rollout, make sure Omni is checked in the Shading section.
     
  5. les

    les Registered

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    nightlighting

    ok thanks for the glow to correct that but what about the light itself at night i get no lights that are on

    what do i need to do in 3ds max to make the lighting show up

    this is from the joesville track

    Light=NightLight00
    {
    Type=Omni Pos=(32.016705, 8.781423, -12.574434) Range=(0.000000, 37.000000) Active=True Intensity=(2.000000) Color=(255, 255, 255)

    in 3ds max do i creat a omni light and name it nightlight00 and if so does it export as a gmt

    this is where i am confused about the nightlighting

    thanks for your time on this
     
  6. Gmilno

    Gmilno Registered

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    perfect thank you Luc . . . right now the learning curve is pretty steep . . . thanks again for helping to go up another [small] notch :)
     
  7. les

    les Registered

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    ok i tagged them as visual group c but the glow still shows up during the day im not sure what i am doing wrong or the correct setting

    i went and looked at joesville and the visual group 36

    when i changed them to visual group c the the scene file shows them in my map as visual group 4

    anyone help me please
     
  8. Gmilno

    Gmilno Registered

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    VisGroups=(38) works for me . . . as in Joesville scn . . .
     
  9. les

    les Registered

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    ok i tried 38 the glow still shows up during the day, in the exporter what are your settings for the night glow gmt
     
  10. ethone

    ethone Registered

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    Try 1024. IIRC that's what it was in rF1.
     
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  11. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Not sure what I was thinking there ... I'll blame it on the cold weather :) . VisGroup C actually removes the object from the scene when Track Detail is set to Low.
    So, for example, Joesville's night glow is set to VisGroup 38, which means VisGroups B, C and F are checked. Here's an overview of the VisGroups: http://wiki.rfactor.net/index.php?title=VisGroups .

    I don't have any experience setting up night lights, but I'd think the glows are linked to the Omni name. NightLight01 > NightLight01Glow. That's about all I can think of to make the game engine turn them on.
     
  12. les

    les Registered

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    ok i was reading scotts rf1 tutorial on adding lights i think im going to have to get with scott somehow on adding omni's in 3ds max
    in his track tutorial it does not explain how to get the omni's from 3ds max to ingame not sure how that works or how to do it. scott if you have time or someone knows how to get the omni's from 3ds max to ingame explain or do a tutorial for us newbies. i can place an onmi in 3ds max thats the easy part, but figuring out how to put those in game is beyond me
     
  13. les

    les Registered

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    1024 was correct to remove from the daytime ty for that the glow is gone
     
  14. bison160

    bison160 Registered

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    Ill have to do some searching for where I got it, but I have a max script that converts Spheres's to the correct lines in max. I don't believe you NEED to export anything from max though. There is nothing that goes in the mas for the lighting. You just need the location and range for the lighting. So just place a sphere where you want the light to be emmited from. Use the location of the sphere for the location of your NIGHTLIGHT instance. And the radius of the sphere becomes your range. The color is self explanitory...a white light would be (255,255,255) RGB color.

    As far as getting the glows to come one with the night lights, the instance name of the glow in your scn needs to match one your nightlights. You CAN list several glow models under the same instance.

    EDIT: Also, make sure that your location is input as X,Z,Y.
     
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  15. dydy77

    dydy77 Registered

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    Code:
    Instance=[B]nightlight37glow[/B]
    {
      MeshFile=nightlight37glow.gmt CollTarget=False HATTarget=False 
    }
    Light=[B]NightLight37[/B]
    {
     Type=Omni Pos=(647.190918, 48.943829, -154.636322) Range=(0.000000, 30.000000) Active=True Intensity=(1.000000) Color=(230, 235, 155)
    }
    Set the same name without 'glow' for your light name, and your glow object will appear only at night ! without Light= , your glow will already appear (day and night)

    So one glows object need one associated Light instance !
     
  16. mianiak

    mianiak Registered

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    Create > Lights > Standard > Omni. Rename them to nightlight##. Select them all > click make scene file.

    You can use the rename function in max to rename them all.
    You can also modify all the lighting paramaters in max.
     
  17. les

    les Registered

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  18. les

    les Registered

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    when i move the lights more toward the track to get the outside wall the lights above go more grey like there not getting enough light to them so i am thinking of adding lights on the inside of the track too just not sure 40 lights are in the scene now
     
  19. mianiak

    mianiak Registered

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    I'd put them over the centre of the track, not where the actual light objects are. You want the light to be where it is going to end up, not where it shines from. You can adjust the paramaters and make the spread wider to cover the grandstands if you wish, turn on 'Use hardware shading' so you can see what they light is really doing (I think).
    3dsmax 2012-02-13 14-54-29-03.jpg 3dsmax 2012-02-13 14-54-37-86.jpg 3dsmax 2012-02-13 14-54-42-93.jpg
     
  20. les

    les Registered

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    i renamed them selected them all and did scene file and nothing shows up in the scene file
    what is suppost to show up in the scene file ??
     

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