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QUESTION CustomEmissive_Rect

Ternal

Member
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 :)
 

fughettaboutit

aka leBluem
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
 

fughettaboutit

aka leBluem
[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
 

fughettaboutit

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

Ternal

Member
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
 

Ternal

Member
@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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