* GPB / WRS / KRP / MXB: completed self-lighting emission support
Is that implemented on beta5? How can I use it for lights in tracks? Thank you in advance.
I'd like to know this as well. I need this for A1. :)
If that goes back as far as I think, it's something like support is there, but the ability to add light sources isn't yet.. Or something.
Last time I asked it was for the next beta and was only for static lights I.e not vehicle. I think the 'next beta' at the time was b5 but that was a rushed half release so my guess is it isn't included :(
Quote from: pacopastor34 on January 11, 2017, 05:02:29 PM
* GPB / WRS / KRP / MXB: completed self-lighting emission support
Is that implemented on beta5? How can I use it for lights in tracks? Thank you in advance.
It should work.
In the SHD file, please try adding the following lines:
emission
{
red = 1
green = 1
blue = 1
}
Please report if it works as expected.
Awesome Piboso! Thanks. Will try this out.
Let us know how you get on sandy, if it works well then I'll try and get a night version of Tnmx out by race time ;)
Quote from: PiBoSo on January 12, 2017, 04:31:13 PM
Quote from: pacopastor34 on January 11, 2017, 05:02:29 PM
* GPB / WRS / KRP / MXB: completed self-lighting emission support
Is that implemented on beta5? How can I use it for lights in tracks? Thank you in advance.
It should work.
In the SHD file, please try adding the following lines:
emission
{
red = 1
green = 1
blue = 1
}
Please report if it works as expected.
Thank youuuuuuuuuuuuuuuuu ;D ;D ;D I have to try it
Someone had better post some screenshots! I can't check it out until tomorrow..
Quote from: TFC on January 12, 2017, 07:52:32 PM
Someone had better post some screenshots! I can't check it out until tomorrow..
I'm sorry Fats! I don't have time the first couple of days. :-\
Quote from: PiBoSo on January 12, 2017, 04:31:13 PM
Quote from: pacopastor34 on January 11, 2017, 05:02:29 PM
* GPB / WRS / KRP / MXB: completed self-lighting emission support
Is that implemented on beta5? How can I use it for lights in tracks? Thank you in advance.
It should work.
In the SHD file, please try adding the following lines:
emission
{
red = 1
green = 1
blue = 1
}
Please report if it works as expected.
I added the code to a .shd file of a cylinder texture with 1 in value and tried to hide the sun but no emission noticed by the 4 cylinders that I put
Quote from: pacopastor34 on January 13, 2017, 10:04:38 PM
Quote from: PiBoSo on January 12, 2017, 04:31:13 PM
Quote from: pacopastor34 on January 11, 2017, 05:02:29 PM
* GPB / WRS / KRP / MXB: completed self-lighting emission support
Is that implemented on beta5? How can I use it for lights in tracks? Thank you in advance.
It should work.
In the SHD file, please try adding the following lines:
emission
{
red = 1
green = 1
blue = 1
}
Please report if it works as expected.
I added the code to a .shd file of a cylinder texture with 1 in value and tried to hide the sun but no emission noticed by the 4 cylinders that I put
http://forum.mx-bikes.com/index.php?topic=89.msg21680#msg21680
Quote from: PiBoSo on January 14, 2017, 12:00:18 AM
Quote from: pacopastor34 on January 13, 2017, 10:04:38 PM
Quote from: PiBoSo on January 12, 2017, 04:31:13 PM
Quote from: pacopastor34 on January 11, 2017, 05:02:29 PM
* GPB / WRS / KRP / MXB: completed self-lighting emission support
Is that implemented on beta5? How can I use it for lights in tracks? Thank you in advance.
It should work.
In the SHD file, please try adding the following lines:
emission
{
red = 1
green = 1
blue = 1
}
Please report if it works as expected.
I added the code to a .shd file of a cylinder texture with 1 in value and tried to hide the sun but no emission noticed by the 4 cylinders that I put
http://forum.mx-bikes.com/index.php?topic=89.msg21680#msg21680
Thank you pib, I'm gonna try now!
That's what I get after 30 mins of terrained compiling. Any ideas? Help?
(https://s24.postimg.org/3unv9ipth/screen011.jpg)
TEXTURE FOR THE "LIGHTS"
specular
{
shininess = 35
}
emission
{
red = 100
green = 100
blue = 100
}
sun_position
{
x = 0
y = 15
z = 0
}
background = background.edf
clear
{
ambient
{
red = 0.45
green = 0.45
blue = 0.45
}
sun_color
{
red = 1.0
green = 1.0
blue = 1.0
}
fog
{
density = 0.0008
red = 0.7
green = 0.7
blue = 0.85
}
sky = Nightsky.edf
sky_rot = 0
}
[params]
lightdir_x = 100
lightdir_y = 100
lightdir_z = -7
shadowvolumes_create = 1
shadowvolumes_supersampling = 4
shadowmaps_create = 1
shadowmaps_scale = 0.2
shadowmaps_supersampling = 4
Is that brighter than without the emission?
Quote from: TFC on January 14, 2017, 12:47:34 AM
Is that brighter than without the emission?
the only thing changes is the 4 rounds in the roof, they are brighter.
I don't think this is relivent but when I think self emission I just think vibrancy of the texture that's what the emission in max does
Quote from: pacopastor34 on January 14, 2017, 12:54:59 AM
Quote from: TFC on January 14, 2017, 12:47:34 AM
Is that brighter than without the emission?
the only thing changes is the 4 rounds in the roof, they are brighter.
Well you got further than me dude, I can't even get my 'light' texture to show up brighter.
Norms are working on it, so I know the SHD is active, but brightness remains unchanged :(
Built this for a basic test. The 'light' object works the same as yours, separate from the pole and just one face. Please ignore the funky skydome lol ;D
PiBoSo, could you give us more of a breakdown of how to add emissions?
(https://i.gyazo.com/4d4925dd11a56eebc5318a5d75e1527e.png)
Quote from: TFC on January 14, 2017, 09:53:20 AM
Well you got further than me dude, I can't even get my 'light' texture to show up brighter.
Norms are working on it, so I know the SHD is active, but brightness remains unchanged :(
Built this for a basic test. The 'light' object works the same as yours, separate from the pole and just one face. Please ignore the funky skydome lol ;D
PiBoSo, could you give us more of a breakdown of how to add emissions?
Please note that at the moment self-emission doesn't work combined with specular and reflection shaders.
Aha lol.. That's the damn golden nugget! Will try tonight, thanks.. Is there anything else to it or is that the only caveat? ;D
OK Still no joy here :(
So I have a plane with the texture 'light.tga' which is just plain white 256 x 512.
I have an SHD file in the same directory as my exported texture with the contents:
(https://i.gyazo.com/5b37b8eaa6fd83953e7766e7f2cd83e0.png)
500 was just the latest value I tested. I've tried the values at 1, 100, etc..
I'm not using any other SHD files with this texture, or any for that matter. I know the SHD is linking properly because when I assign a normal map and run map.bat I see it in mapview.
Any ideas? Not sure what I'm doing wrong if anything. Could it be something to do with Params, or FBX2EDF?
Also, is it possible to see the light in mapview, or does it need to be viewed in game?
Do you have the new track tools Fats?
http://forum.mx-bikes.com/index.php?topic=89.msg21680#msg21680
Yes, but I might re-download them and give it another try. How'd you get on with this?
Quote from: TFC on January 15, 2017, 12:44:04 AM
Yes, but I might re-download them and give it another try. How'd you get on with this?
Didn't try yet. Really focussing on a web design / develop competition I have comming tuesday! :)
How about you paco?
Pib, would it be useful if I sent you my project folder?
Quote from: TFC on January 15, 2017, 11:55:11 AM
How about you paco?
Pib, would it be useful if I sent you my project folder?
Sorry, I couldn't test anything today. Any progress?
Good luck Sandy ;)
No further progress, can't figure it out.
So how about it pibs, any more hints?
Quote from: TFC on January 14, 2017, 10:42:55 PM
Also, is it possible to see the light in mapview, or does it need to be viewed in game?
It's visible in mapview. I'm not sure what is going wrong for you, everything looks correct. Perhaps there is a problem in fbx2edf...
Quote from: pacopastor34 on January 14, 2017, 12:46:15 AM
That's what I get after 30 mins of terrained compiling. Any ideas? Help?
(https://s24.postimg.org/3unv9ipth/screen011.jpg)
This looks correct. Did you use fbx2edf?
Thanks Snappe. I'll have another play this afternoon but really can't think of anything else to try.
Are you saying self illumination is really for excluding objects from being affected by shading? If so that's a shame, I was expecting it to mean lighting I.e floodlights, stadium lights for night tracks.
Quote from: pacopastor34 on January 14, 2017, 12:46:15 AM
That's what I get after 30 mins of terrained compiling. Any ideas? Help?
(https://s24.postimg.org/3unv9ipth/screen011.jpg)
This looks correct. Did you use fbx2edf?
[/quote]
Yes I used it. 2015 Max and fbx2edf but is that the Max emission? I would like to do some stadium lights, Is it possible? Thanks Snappe!
Quote from: TFC on January 16, 2017, 02:07:22 PM
Are you saying self illumination is really for excluding objects from being affected by shading?
Yes exactly. Currently you can only really use it for fake light glows / flares and set the ambient light high to 'fake' stadium lighting.
Quote from: Snappe on January 16, 2017, 03:33:14 PM
Quote from: TFC on January 16, 2017, 02:07:22 PM
Are you saying self illumination is really for excluding objects from being affected by shading?
Yes exactly. Currently you can only really use it for fake light glows / flares and set the ambient light high to 'fake' stadium lighting.
Ok, well good to know, at least we know what to expect.. I think both me and paco were expecting to see full lighting.
Is proper lighting planned?
Quote from: TFC on January 16, 2017, 03:39:10 PM
Is proper lighting planned?
It is, but don't expect it soon.
OK thank you both for the clarification :)