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