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Reflective textures are trasparent at night. (Read 243 times)
May 5th, 2006 at 10:51pm

Greg Ebnit EApilot   Offline
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When I turn on my lights at night my reflective textures become transparent. I've seen the fix for it in this forum but cant remember or find the explanation. If someone could inform me of the fix I would appreciate it. Thanks Greg.
 

(AN ODE TO GMAX)     OOOOOOOOOOOHHHHHHHHH GMAX! How I sometimes want to hug and kiss it. And other times want to smash, berate, and delete it. Gmax how I love and loathe thee. The crashes the errors the reinstalls. Gmax you are the whomb of my aircraft design. Oh Gmax my designing creating temptress. It must be love for you have taken my heartdrive. By Greg Ebnit  ...
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Reply #1 - May 5th, 2006 at 11:52pm

Katahu   Offline
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You need to make a light map and link it to a main texture file that has already been applied to an object within Gmax. Just go to the materials editor link the light map via the "illumination" option but make sure the box is unchecked while keeping the "diffuse" option checked. In a nutshell, it should appear like the following in the editor:

---------Material Editor----------
-------------Maps-----------------
<Checked> <Diffuse> <main_texture_t.bmp>
<Unchecked> <Illumination> <main_texture_l.bmp>

Notes

Notice the suffix letters in each file. The "L" in the second bitmap tells FS that the particular texture shall be rendered as a light texture that blends with the main texture. Also don't forget that both textures must have the same proportions since one will blend in with the other.

As for the whole <checked> and <unchecked> thing, don't ask why because I don't know honestly. For some odd reason it seems to work for me that way. But if you like you can try and <check> the <illumination> box just in case it works as well.

After all is set, make sure that all textures are converted. You can leave the light maps alone they seem to work alright in there normal formats. Please note that illuminating the panels requires a different method since active gauges are involved.

I hope this helped and good luck.
 
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Reply #2 - May 6th, 2006 at 8:58pm

Greg Ebnit EApilot   Offline
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Thanks Katahu. I think I understand what your saying and will give it a try.
 

(AN ODE TO GMAX)     OOOOOOOOOOOHHHHHHHHH GMAX! How I sometimes want to hug and kiss it. And other times want to smash, berate, and delete it. Gmax how I love and loathe thee. The crashes the errors the reinstalls. Gmax you are the whomb of my aircraft design. Oh Gmax my designing creating temptress. It must be love for you have taken my heartdrive. By Greg Ebnit  ...
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Reply #3 - May 7th, 2006 at 8:23am

Greg Ebnit EApilot   Offline
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Hey Katahu. I tried your method but could'nt get it to work. I may have been doing it wrong. But I found if I exported with lightmap unchecked in make mdl.exe that it takes care of the problem. My lights still function correctly and my reflections are not transparent when I turn them on. This way I do'nt have to add any additional maps. Just wanted to update my findings for you and anyone else who might read this thread who may be having the same problem. Thanks Greg.
 

(AN ODE TO GMAX)     OOOOOOOOOOOHHHHHHHHH GMAX! How I sometimes want to hug and kiss it. And other times want to smash, berate, and delete it. Gmax how I love and loathe thee. The crashes the errors the reinstalls. Gmax you are the whomb of my aircraft design. Oh Gmax my designing creating temptress. It must be love for you have taken my heartdrive. By Greg Ebnit  ...
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Reply #4 - May 7th, 2006 at 2:16pm

Katahu   Offline
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Well each modeler's case is unique, so if your method works then stick with it. Roll Eyes
 
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Reply #5 - May 7th, 2006 at 5:40pm

alrot   Offline
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Cosmotic They both have to have the same name for example Fuselage_T.....Fuselage_L the reflecting alpha map which you already convert it,have to have at least 128x128 gray map with the same name only the Suffix _T..._L makes the different............
   
     Hope this helps
 

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Reply #6 - May 7th, 2006 at 5:40pm

Greg Ebnit EApilot   Offline
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Hey Katahu. I realized today at work that I would probaly have to do what your talking about if I needed to put lighted windows in my fuselage. As it is now the aircraft is a cargo without any passenger windows but I'm thinking of making a passenger a model. All lights are FS stock and gmax materials so I think thats how its working without having the lightmap checked. Now that I'm thinking as type I can see how to make the windows so thanks again for the info. Greg....
 

(AN ODE TO GMAX)     OOOOOOOOOOOHHHHHHHHH GMAX! How I sometimes want to hug and kiss it. And other times want to smash, berate, and delete it. Gmax how I love and loathe thee. The crashes the errors the reinstalls. Gmax you are the whomb of my aircraft design. Oh Gmax my designing creating temptress. It must be love for you have taken my heartdrive. By Greg Ebnit  ...
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Reply #7 - May 7th, 2006 at 5:53pm

Greg Ebnit EApilot   Offline
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Gender: male
Posts: 483
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Hey Alrot. Yeah I think my problem was that I was using a 1024 bmp. Main texture with many parts on it and used a copy of it with the _L replacing the _T. This caused the whole texture on the part to light up. I still was unable to get the reflect to work correctly with Katahus method but I'm planning on doing some more experimentation with it later.
 

(AN ODE TO GMAX)     OOOOOOOOOOOHHHHHHHHH GMAX! How I sometimes want to hug and kiss it. And other times want to smash, berate, and delete it. Gmax how I love and loathe thee. The crashes the errors the reinstalls. Gmax you are the whomb of my aircraft design. Oh Gmax my designing creating temptress. It must be love for you have taken my heartdrive. By Greg Ebnit  ...
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Reply #8 - May 7th, 2006 at 7:48pm

alrot   Offline
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as I said the Light map can be 128x128pixel size,the most important is that both names has to be the same exept the suffix and the end xxx_L  xxx..._T
 

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