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SOLVED Material Lighting

lilbroomstick

New Member
Hi, I am currently building my first track (yes I have followed the guide), and it is an indoor kart circuit. I was wondering how to make lights because when I added the roof it got very dark, obviously, so I would like to know how to set up a config ini and a kn5. I know that I will need to create a light series(?) and a material adjustment in the ini file, but I do not know how to set it up or how to set up the kn5. https://imgur.com/a/rhLtDhu Here is the material that I am using, and I will have ~112 lights on the ceiling and possibly more near the pits. Any help is appreciated.
material.PNG
lights.PNG
 

fughettaboutit

aka leBluem
make the lights a mesh on its own, this should make it:
Code:
[INCLUDE]
INCLUDE=common/conditions.ini    ; contains NIGHT_SMOOTH condition

[MATERIAL_ADJUSTMENT_0]
ACTIVE=1
DESCRIPTION=lits glow
MESHES=your_ceilinglight_mesh   ; change this!
KEY_0=ksEmissive
VALUE_0=255, 209, 178, 0.5
VALUE_0_OFF=ORIGINAL
KEY_1=ksAlphaRef
VALUE_1=-193   ; secret parameter makes it more "glowy"
VALUE_1_OFF=ORIGINAL
CONDITION=NIGHT_SMOOTH

[LIGHT_SERIES_29]
ACTIVE=1
DESCRIPTION=lits glow
MESHES=your_ceilinglight_mesh   ; change this!
; - instead you could also use MATERIALS=your_ceiling_light_material
OFFSET=0,0,0
DIRECTION=0,-1,0  ; down
RANGE=25       ; play with this
RANGE_GRADIENT_OFFSET=0.2
SPOT=100
SPOT_SHARPNESS=0.5
FADE_SMOOTH=30
FADE_AT=500
CLUSTER_THRESHOLD=25   ; play with this, its how many lights-sources are genereated
DIFFUSE_CONCENTRATION=0.15  ; play with this
COLOR=255, 255, 255, 0.05  ; r,g,b,brightness - play with it!
CONDITION=NIGHT_SMOOTH
 
Last edited:

fughettaboutit

aka leBluem
where to put this? whether in
variant 1:
"content\tracks\yourtrack\extension\ext_config.ini"
or variant 2:
"extension\config\tracks\loaded\yourtrack.ini"

note: with variant 2 you would be able to put the config on github and update it easy without having to update the whole track
 

lilbroomstick

New Member
Thank you so much! The place looks a lot brighter in game, but I still haven't got the emissive key to work. Do I have to label each light something like "1lamp_**"? Right now I haven't named them, so each is just cube.240 or cube.***. How should I set this up in the .ini file and in blender itself? Thanks again.
 

fughettaboutit

aka leBluem
[MATERIAL_ADJUSTMENT_0]
ACTIVE=1
DESCRIPTION=lits glow
MESHES=cube?
KEY_0=ksEmissive
VALUE_0=255, 255, 255, 0.25 ; r,g,b,brightness
KEY_1=ksAlphaRef
VALUE_1=-193 ; secret parameter makes it more "glowy"
CONDITION=ALWAYS_ON
 

fughettaboutit

aka leBluem
beware, there was a typo in my original pos, idk if that make anything different

Code:
[MATERIAL_ADJUSTMENT_0]ACTIVE=1
ACTIVE=1
 

LanD

Member
could you explain to me how to proceed to add lamps like you I already have the model then named the material light and the object in question light too but nothing emits there is the code that I see in your discussion thread Is there an additional configuration to do to activate the lights? Is there a tutorial on this or can you tell me how to proceed please
 
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