QUESTION CustomEmissive_Rect

Discussion in 'Tracks' started by Ternal, Jan 2, 2021.

  1. Ternal

    Ternal Member

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    Hi guys, happy new year to everyone. Here i am once again with a question.

    I want to update a track by adding lights to the ambulance on the track, i know how the Custom Emissive works but i have a problem.

    I have the ambulance with a unique texture (for the red and blue lights and also for the whole vehicle), i know how to set the start in custom emissive rect but i cant make it work for both separate.

    I mean, i saw some track that uses channels for the lights, how they works, if they?
    Is possibile to select a texture part for channel 0 and another part for channel 1?

    Here's how i write it, but it works only on one side of the lights

    [CustomEmissive]
    ACTIVE = 1
    DESCRIPTION =
    MATERIALS =MB_Sprinter_2014
    Resolution = 512,512
    SHADER=ksPerPixelMultiMap_emissive
    @ = CustomEmissive_Rect, Channel = 0, Start = "456.6, 44.9", Size = "51, 26"
    @ = CustomEmissive_Rect, Channel = 1, Start = "456.4, 45.3", Size = "51.1, 25.3"

    [MATERIAL_ADJUSTMENT_...]
    ACTIVE = 1
    VISIBILITY_LEVEL = 0
    DESCRIPTION =
    MATERIALS =MB_Sprinter_2014
    CONDITION = BLINK
    KEY_... = ksEmissive1
    VALUE_... = 255,223,98,1.0
    KEY_... = ksAlphaRef
    VALUE_... = -193

    [MATERIAL_ADJUSTMENT_...]
    ACTIVE = 1
    VISIBILITY_LEVEL = 0
    DESCRIPTION =
    MATERIALS =MB_Sprinter_2014
    CONDITION = BLINK
    KEY_... = ksEmissive1
    VALUE_... = 255,223,98,1.0
    KEY_... = ksAlphaRef
    VALUE_... = -193

    [CONDITION_...]
    NAME = BLINK
    INPUT = ONE
    FLASHING_FREQUENCY = 5
    FLASHING_SMOOTHNESS = 0
    FLASHING_SKIP_OFF_STATE = 0
    FLASHING_NOISE_AMPLITUDE = 0
    FLASHING_MIN_VALUE = 0.0
    FLASHING_SYNCED = 1

    Thanks in advance as always :)
     
  2. fughettaboutit

    fughettaboutit aka leBluem

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    KEY_... = ksEmissive
    in first [MATERIAL_ADJUSTMENT_...] as channel 0 is ksEmissive
     
  3. fughettaboutit

    fughettaboutit aka leBluem

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    oh one important part is also missing, the line
    SHADER=ksPerPixelMultiMap_emissive
    has no effect in [CustomEmissive] section, you must do that separately:

    Code:
    [SHADER_REPLACEMENT_...]
    MATERIALS = MB_Sprinter_2014
    SHADER = ksPerPixelMultiMap_emissive
    FILL_MISSING_TEXTURES = 1
    
     
  4. fughettaboutit

    fughettaboutit aka leBluem

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    [SHADER_REPLACEMENT_...]
    DESCRIPTION = change shader to mmEmissive
    MATERIALS = MB_Sprinter_2014
    SHADER = ksPerPixelMultiMap_emissive
    FILL_MISSING_TEXTURES = 1

    [CustomEmissive]
    ACTIVE = 1
    DESCRIPTION = define custom channels
    MATERIALS =MB_Sprinter_2014
    Resolution = 512,512
    @ = CustomEmissive_Rect, Channel = 0, Start = "456.6, 44.9", Size = "51, 26", CornerRadius=0.0
    @ = CustomEmissive_Rect, Channel = 1, Start = "456.4, 45.3", Size = "51.1, 25.3", CornerRadius=0.0
    ;;; CornerRadius=1.0 for a rounded shape

    [MATERIAL_ADJUSTMENT_...]
    ACTIVE = 1
    VISIBILITY_LEVEL = 0
    DESCRIPTION = use chanel 0
    MATERIALS =MB_Sprinter_2014
    CONDITION = BLINK1
    KEY_... = ksEmissive
    VALUE_... = 255,223,98,0.5
    KEY_... = ksAlphaRef
    VALUE_... = -193

    [MATERIAL_ADJUSTMENT_...]
    ACTIVE = 1
    VISIBILITY_LEVEL = 0
    DESCRIPTION = use chanel 1
    MATERIALS =MB_Sprinter_2014
    CONDITION = BLINK2
    KEY_... = ksEmissive1
    VALUE_... = 255,223,98,0.5
    KEY_... = ksAlphaRef
    VALUE_... = -193

    [CONDITION_...]
    NAME = BLINK1
    INPUT = ONE
    FLASHING_FREQUENCY = 5
    FLASHING_SMOOTHNESS = 0
    FLASHING_SKIP_OFF_STATE = 0
    FLASHING_NOISE_AMPLITUDE = 0
    FLASHING_MIN_VALUE = 0.0
    FLASHING_SYNCED = 1

    [CONDITION_...]
    NAME = BLINK2
    INPUT = ONE
    FLASHING_FREQUENCY = -5 ;;; minus to alternate frequency
    FLASHING_SMOOTHNESS = 0
    FLASHING_SKIP_OFF_STATE = 0
    FLASHING_NOISE_AMPLITUDE = 0
    FLASHING_MIN_VALUE = 0.0
    FLASHING_SYNCED = 1
     
  5. fughettaboutit

    fughettaboutit aka leBluem

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    oh did not see it works on one side, so maybe that line
    SHADER=ksPerPixelMultiMap_emissive
    HAS an effect in [CustomEmissive] section ?
    :lol:
     
  6. Ternal

    Ternal Member

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    In this way it works fine, i now have only to find the right balance of color in order to have the right result in game


    [CustomEmissive]
    ACTIVE = 1
    DESCRIPTION = define custom channels
    MATERIALS =MB_Sprinter_2014
    Resolution = 512,512
    @ = CustomEmissive_Rect, Channel = 0, Start = "456.6, 44.9", Size = "51, 26", CornerRadius=0.0
    @ = CustomEmissive_Rect, Channel = 1, Start = "381.4, 45.7", Size = "52.6, 23.7", CornerRadius=0.0
    ;;; CornerRadius=1.0 for a rounded shape

    [MATERIAL_ADJUSTMENT_...]
    ACTIVE = 1
    VISIBILITY_LEVEL = 0
    DESCRIPTION = use channel 0
    MATERIALS =MB_Sprinter_2014
    CONDITION = BLINK1
    KEY_... = ksEmissive
    VALUE_... = 229,40,0,5
    KEY_... = ksAlphaRef
    VALUE_... = -193

    [MATERIAL_ADJUSTMENT_...]
    ACTIVE = 1
    VISIBILITY_LEVEL = 0
    DESCRIPTION = use channel 1
    MATERIALS =MB_Sprinter_2014
    CONDITION = BLINK2
    KEY_... = ksEmissive1
    VALUE_... = 17,0,229,5
    KEY_... = ksAlphaRef
    VALUE_... = -193

    [CONDITION_...]
    NAME = BLINK1
    INPUT = ONE
    FLASHING_FREQUENCY = 5
    FLASHING_SMOOTHNESS = 0
    FLASHING_SKIP_OFF_STATE = 0
    FLASHING_NOISE_AMPLITUDE = 0
    FLASHING_MIN_VALUE = 0.0
    FLASHING_SYNCED = 1

    [CONDITION_...]
    NAME = BLINK2
    INPUT = ONE
    FLASHING_FREQUENCY = -5
    ;;; minus to alternate frequency
    FLASHING_SMOOTHNESS = 0
    FLASHING_SKIP_OFF_STATE = 0
    FLASHING_NOISE_AMPLITUDE = 0
    FLASHING_MIN_VALUE = 0.0
    FLASHING_SYNCED = 1
     
  7. Ternal

    Ternal Member

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    fughettaboutit likes this.
  8. Ternal

    Ternal Member

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    @fughettaboutit i still need your precious help if you have time. I need to fix a texture in a track. The texture is the one used for the lights, if i use the ksPerPixelMultiMap_emissive everything works fine at night, but during the day around the texture there's a black fill (the dds have the alpha channel made in photoshop but i don't remember how to hide the black part) :-/

    Any tip? Thanks in advance as always
     
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