gMotor pitin/out and start glow

Discussion in 'Track Modding' started by roc-craven, Jan 17, 2012.

  1. roc-craven

    roc-craven Registered

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    I've tried everything to get my Pit In/Out and Start Lights to glow. But I have failed. What should the settings be in the gMotor material rollout be?
     
  2. roc-craven

    roc-craven Registered

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    ISI can you help me? All I get for my start lights and pit lights are solid colors where the glows should be displayed. I have tried every setting in the material but nothing seems to work.
     
  3. SmokinJo65

    SmokinJo65 Registered

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    One of my friends was telling me they work when inside 3dSimED, Have no clue here but maybe by opening it in there and then re-saving the .scn file then maybe it works in game?? Just a guess but totally clueless.
     
  4. roc-craven

    roc-craven Registered

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    That is how I did it for rfactor 1. rFactor 2 is not supported in 3dsimed. Still trying.
     
  5. blakboks

    blakboks Registered

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    Here's what I have written down from rF1 (which, I don't think is 100% accurate). I don't know how much of it still holds true for rF2--I've actually avoided trying out lights because of it. Let me know if you notice any discrepancies.

    Start/Pit Lights:
    • I believe the objects need to be named: StartLight, StartGlow, PitLightIn, PitGlowIn, PitLightOut, PitGlowOut
    • All lights and glow objects should have an on/off texture. Everything is done in-material.
    • Animation Source=Texture Maps
    • Animation Data: Manual, Name: <YourTexName>.dds, Frames=2, Rate=1.0, Seq.=(see below)
    • Each glow off texture is basically a completely transparent texture.
    • <YourTexName>00.dds is the “off” texture, <YourTexName>01.tga is the “on” texture.
    Start Lights:
    • Animation sequence of 5 lights (4 red, 1 green), where the 4 red lights light up one at a time, then go out for the green light, they are: (I don't know if it is 100% necessary to have exactly 5 lights).
    • First red light (rdlta, rdltglowa): 0,1,1,1,1,0
    • Second red light (rdltb, rdltglowb): 0,0,1,1,1,0
    • Third red light (rdltc, rdltglowc): 0,0,0,1,1,0
    • Fourth red light (rdltd, rdltglowd): 0,0,0,0,1,0
    • Green light (grlta, grltglowa): 0,0,0,0,0,1

    Pit Lights:
    • Yellow/Blue ligh (ylopitla, ylopitglowa)t: 0,1,0
    • Green light (grpitla, grpitglowa): 1,1,0
    • Red light (rdpitla, rdpitglowa): 0,0,1
     
    Last edited by a moderator: Jan 19, 2012
  6. mianiak

    mianiak Registered

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    You got it right, except, you forgot source blend = src alpha, dest blend =inv src alpha.


    This is editable in the gdb file.

    NumStartingLights=
     
  7. roc-craven

    roc-craven Registered

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    Thanks guys. Somehow I had renamed the Pit Light materials by one letter. Go figure. Thanks again.
     
  8. dydy77

    dydy77 Registered

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    What are the sequence in 3ds max glow material ?

    I have 3 red lights and 1 green light for StartLightGlow !

    StartLight : AnimationSource = Texture Maps, Animation Data = Manual + Frame 2 + Rate 1 + Seq (0,1,2,3,3,4) ?
    PitIn : AnimationSource = Texture Maps, Animation Data = Manual + Frame 2 + Rate 1 + Seq (1,1,2) ?
    PitOut : AnimationSource = Texture Maps, Animation Data = Manual + Frame 2 + Rate 1 + Seq (1,4,2) ?

    But in game nothing works !
     
  9. roc-craven

    roc-craven Registered

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    The numbers in post #5 are the settings you need in the material rollout.
     
  10. blakboks

    blakboks Registered

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    What roc-craven said... The glows will use the same animation settings as the lights themselves.

    The only difference, since you have 3 reds and 1 green is the animations will be:
    rdltglowa: (0,1,1,1,0)
    rdltglowb: (0,0,1,1,0)
    rdltglowc: (0,0,0,1,0)
    grltglowa: (0,0,0,0,1)

    Look at it this way: you have to tell it which frame of your texture to use for each 'frame' of the animation--which is determined by the engine by the light's current 'state'. Your texture is comprised of 2 frames: off and on--which is determined by your texture file names (i.e. rdlt00.dds, rdlt01.dds).

    The states are determined by the game engine, in your particular instance there's 5 'states': 'All off', 'Red Light 1', 'Red Light 2', 'Red Light 3', 'Green Light'. So, in the first state, you're telling all of the textures to use the 'off' texture (all have '0' for the first number). Then, it adds each red light during the "count-down", and finally ends up shutting off all of the red lights and turning on the green light.

    Make sense?
     
  11. dydy77

    dydy77 Registered

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    ok thanks, i will test tomorow
     
  12. dydy77

    dydy77 Registered

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    it's working, thanks
     
  13. les

    les Registered

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    can someone do a video tutorial of this im better at learning by watching please
     
  14. ethone

    ethone Registered

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    You'll have to read the order one way or another. Just work through it.
     
  15. dydy77

    dydy77 Registered

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    Pay attention !

    i noted that NumStartingLights=4 dont working !

    NumStartingLights=3 working
    NumStartingLights= 5 working
    NumStartingLights= 6 working

    But when i try 4 it working as 3 !

    Someone else gas noted it ?
     
  16. Essemo

    Essemo Registered

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    Hello,

    I'm having my first try at converting a track from rFactor 1 to rFactor 2 and using 3ds Max for the first time. I managed to get the track into rFactor 2 at the first attempt and it is functioning well but I'm having problems with the start lights. The animation sequence seems to be working but in a race I can't really see it properly because the textures seem tohave got messed up in the conversion. Does anyone know how to fix this?

    View attachment 977
     
  17. ethone

    ethone Registered

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    You need to set the lights to use alpha blending. Depending on your alpha channel that means setting the corresponding materials' blending options to Source Alpha/Inv Source Alpha or Inv Source Alpha/Source Alpha.
     
  18. Essemo

    Essemo Registered

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    Yes, that has fixed it. Thanks for your help ethone. Much appreciated!
     
  19. les

    les Registered

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    im having the same problem but i cant figure out what to change to make the pitlightin and out glow i get what Essemo was getting
    what in max do i have to change in the materials how do i set up the animations for it
     
  20. les

    les Registered

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    i need something step by step as i just dont understand most work i did was in 3dsimed with max im confused i dont understand
     

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