Discussion in 'Track Modding' started by iDTDoug, May 30, 2017.
ok, so we will have to revert to max 2012 then. Thanks for taking the time to advise.
I started having problems running to the versions Drath, so I wouldn't bother. Stick with 2016. I've now uninstalled 2012 and will just wait till tools come out (whenever that will be).
worse case use gjed and then do a final pass with shaders at a later point in simed
getting back on topic, I'm getting close to the pit light glows I wanted. The glows are great but the source i need to clear now so more testing.. this is Hi Lum Sun, Zero > Src Clr, Diffuse/emmissive all white
@iDTDoug I've just completed my testing for you.. These are the settings I found were best and the results are below.
This is my Green (005c00) with alpha being White (ffffff)
This is my Red (5d0000) with alpha being White (ffffff).
Couple things I did.. Reduced the size of the _GLOW layer to match the lights (minus the bezel). Below is the model in 3Ds Max. I did indent the lights but this made no difference, I ended up moving the _GLOW layer beyond the flat anyway to avoid texture flickering and as you can see in the sequence image the glow is not overpowering given the darker Green and Red that's now used (oh and emissive being the same colour as the green and red textures used).
The squared edges appears in the _GLOW as you can see in the sequences image which personally I don't like, so I would go one step further and curve the edges to appear the same as the below lights used. That should make them look sweet in the end..
Shader: High Luminance Sun
Src Blend: Src Colour
Dest Blend: Zero
Ambient RGB: 255,255,255
Diffuse RGB: 255,255,255
Specular RGB: 0,0,0
Emissive RGB: 005c00 (Green) 5d0000 (Red)
As mentioned in my 1st post, I never used textured Event maps, I used only the textures above (in this post) as the textured maps for the _GLOW.gmt. Also, given it's just a flat colour, you could safely reduce the size of those event textures down to 32 x 32 or 16 x 16 reducing some (although small anyway) load times.
Hope that helps.
From what i understand the start and pitin/out lights don't use extra glow meshes. Thats for track side lights. The original light mesh is used and the light material is set with the new settings.
My understanding was that all lights now used the glow meshes so that it removes the 'fake' lights used in the past.
So, I decided to test what you said and you are right, I changed the name of the GMT and I can confirm that just using the High Luminance Sun shader is enough to give the glow for the lights. So the model is still the same, you just don't need the _GLOW in the file name.
I'll do some testing through the week with a textured material to replace the plain colour and see how it looks.. Personally I'm not a fan of the 'fake' texture style materials as a glow for the lights but that's just me and maybe with this shader it will look fine..
confirmed. works without the glow and doesnt even have to be emissive.
That looks pretty good @iDTDoug .
Did you end up using the alpha layer as a textured map ? (that's what I was looking to try out, plain map in Alpha without the fake glow around it)..
Glad you got it sorted in the end
The grlta.dds and grlta01.dds have no alpha, dxt1. The grlt01.dds has an alpha that is only the LED shape, DXT3. I also got rid of the pink chroma border.
For an FYI to myself I'll try the alpha layer with a textured map (rather than just the shape) just to see what effects I get. It may display in your case the individual LED lights a bit more. As I said, it's more an FYI to myself so I can use the same approach for all lights.
The pink border I got rid of early on
Thank you @iDTDoug for posting this, it's opened my eyes more especially given the approach I had was based on single lights, clearly with multiple lights this changed so I will now replicated this to my other models. I'm loving the glow effect.
and of course, it all depends on your post-effects settings. I used medium.
I hope the recipe in the cooking is upgrade gjed
@wizzfactor2 gjed was removed in Apr 2018. The post you're referring to, in which Tuttle said he didn't have news about gjed, was from Jun 2017. I think you covered your frustration in the gjed crashing thread.
Talking about startlights and startglow (old RF1 style), I converted a track from RF1 to RF2. The track has 4 starting lights. In 3DSimed I can see all working but in the devmode only works one of them (the startlight), the startlight1, startlight2, etc, doesn`t work. Is it possible to have multiple startlights? Any suggestion?
Make them 1 object.
Thks a lot for your help. I`ve searched everywhere from a answer and the solution it`s so simple. Really good sugestion and it works perfectly.
Separate names with a comma.