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Self-emission

Started by pacopastor34, January 11, 2017, 05:02:29 PM

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pacopastor34

* 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.

Ruubs

I'd like to know this as well. I need this for A1. :)

𝖙𝖋𝖈

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 :(

PiBoSo

January 12, 2017, 04:31:13 PM #3 Last Edit: January 12, 2017, 04:32:49 PM by PiBoSo
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.

Ruubs

Awesome Piboso! Thanks. Will try this out.

𝖙𝖋𝖈

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 ;)

pacopastor34

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

𝖙𝖋𝖈

Someone had better post some screenshots! I can't check it out until tomorrow..

Ruubs

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. :-\

pacopastor34

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

PiBoSo

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

pacopastor34

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!

pacopastor34

That's what I get after 30 mins of terrained compiling. Any ideas? Help?




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

𝖙𝖋𝖈

Is that brighter than without the emission?

pacopastor34

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.