QUESTION Create track night light lamps

Discussion in 'Tracks' started by Raoulemilian, May 12, 2024.

  1. Raoulemilian

    Raoulemilian New Member

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    Hey! So i allready read some topics like this but it's not working for me. I want to create light spots into my map. I have my mesh as a simple plane named "lightmesh"(set up as non renderable in kseditor) and apply to it the material named "lightmat". I added in mytrack/extension/ext_config.ini the next code:
    Code:
    [MATERIAL_ADJUSTMENT_0]
    ACTIVE=1
    DESCRIPTION=lits glow
    MESHES=lightmesh
    KEY_0=ksEmissive
    VALUE_0=255, 209, 178, 0.5
    VALUE_0_OFF=ORIGINAL
    KEY_1=ksAlphaRef
    VALUE_1=-193   ; secret parameter makes it more "glowy"
    VALUE_1_OFF=ORIGINAL
    CONDITION=NIGHT_SMOOTH
    
    [LIGHT_SERIES_29]
    ACTIVE=1
    DESCRIPTION=lits glow
    MATERIALS=lightmat
    OFFSET=0,0,0
    DIRECTION=0,-1,0  ; down
    RANGE=25       ; play with this
    RANGE_GRADIENT_OFFSET=0.2
    SPOT=100
    SPOT_SHARPNESS=0.5
    FADE_SMOOTH=30
    FADE_AT=500
    CLUSTER_THRESHOLD=25   ; play with this, its how many lights-sources are genereated
    DIFFUSE_CONCENTRATION=0.15  ; play with this
    COLOR=255, 255, 255, 0.05  ; r,g,b,brightness - play with it!
    CONDITION=NIGHT_SMOOTH
    So,what i am doing wrong ? I can not see any light
     
  2. Raoulemilian

    Raoulemilian New Member

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    I also tried like this but the same, no light.

    Code:
    [LIGHT_SERIES_...]
    ACTIVE = 1
    DESCRIPTION = lits glow
    MATERIALS = lightmat
    OFFSET = 0, 0, 0
    DIRECTION = 0, -1, 0  ; down
    RANGE = 25       ; play with this
    RANGE_GRADIENT_OFFSET = 0.2
    SPOT = 100
    SPOT_SHARPNESS = 0.5
    FADE_SMOOTH = 30
    FADE_AT = 500
    CLUSTER_THRESHOLD = 25   ; play with this, its how many lights-sources are genereated
    DIFFUSE_CONCENTRATION = 0.15  ; play with this
    COLOR = 255, 255, 255, 0.05  ; r,g,b,brightness - play with it!
    CONDITION = NIGHT_SMOOTH
     
  3. fughettaboutit

    fughettaboutit aka leBluem

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    why you set the thing to "non renderable", this also makes the glow invisible, you need a mesh/material thats visible

    and use ... here, instead of numbers, but thats not important, unless your cfg is huge
    [MATERIAL_ADJUSTMENT_...]
    [LIGHT_SERIES_...]
     
  4. Raoulemilian

    Raoulemilian New Member

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    It's working, i added:

    Code:
    [CONDITION_01]
    NAME = NIGHT_SMOOTH
    INPUT = TIME
    LUT = (|0=1|26400=1|26400=0|64800=0|64800=1|86400=1|)
    LAG=0.97
    
    [MATERIAL_ADJUSTMENT_...]
    ACTIVE=1
    DESCRIPTION=lits glow
    MATERIALS = lightmat
    KEY_0=ksEmissive
    VALUE_0=233, 182, 127, 0.04
    VALUE_0_OFF=ORIGINAL
    KEY_1=ksAlphaRef
    VALUE_1=-300   ; secret parameter makes it more "glowy"
    VALUE_1_OFF=ORIGINAL
    CONDITION=NIGHT_SMOOTH
    
    [LIGHT_SERIES_...]
    ACTIVE=1
    DESCRIPTION=lits glow
    MATERIALS=lightmat
    OFFSET=0,0,0
    DIRECTION=0,-1,0  ; down
    RANGE=15       ; play with this
    RANGE_GRADIENT_OFFSET=0.5
    SPOT=200
    SPOT_SHARPNESS=0.1
    FADE_SMOOTH=500
    FADE_AT=1000
    CLUSTER_THRESHOLD=15   ; play with this, its how many lights-sources are genereated
    DIFFUSE_CONCENTRATION=1  ; play with this
    COLOR=233, 182, 127, 0.02  ; r,g,b,brightness - play with it!
    CONDITION=NIGHT_SMOOTH
     
    fughettaboutit likes this.
  5. fughettaboutit

    fughettaboutit aka leBluem

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    btw the secret parameter that makes it more "glowy" is not -300
    its -193
     
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