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› Light on the subject.....
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Light on the subject..... (Read 958 times)
Jul 1
st
, 2010 at 7:38am
JakesF14
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Blistering Barnacles!
South Africa
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or IS the subject!
I've modelled the landing lights into Gmax to work with the animation of the landing gear,and the lights work. But what can I do to make the light itself also illuminate? see the pic
just for reference, I use Gmax and FS9SDK and for FS9
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Reply #1 -
Jul 1
st
, 2010 at 11:43am
garryrussell
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Hi jakes
Sorry.not exactly sure what you mean
..........but light illumination is controlled by the material settings/name and the part name.
Garry
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Reply #2 -
Jul 3
rd
, 2010 at 11:37am
Fr. Bill
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I used to have a life;
now I have GMax!
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You need to map a clone of the polygon for the "sealed beam" object to a lighted bitmap (Self-Illumination)...
...then tag the two objects (unlighted and lighted) with a visibility condition.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #3 -
Jul 4
th
, 2010 at 5:17am
JakesF14
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Blistering Barnacles!
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Thank you for the help. I appreciate it really!
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Reply #4 -
Jul 23
rd
, 2010 at 6:56am
JakesF14
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Blistering Barnacles!
South Africa
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Ok, I've mapped my landing light with the texture as below:
and I've made a lightmap as shown. I also add in the MakeMDL.cfg HasLightMap=1
somehow I cant add the lightmap as a illumination map in Gmax. I think I miss the point here (I SEE NO LIGHT
)
I use Gmax and FS9SDK
any help?
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Reply #5 -
Jul 27
th
, 2010 at 5:27pm
Fr. Bill
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I used to have a life;
now I have GMax!
Hammond, IN
Gender:
Posts: 962
Did you assign your lightmap to the Self-Illumination slot in the Material Editor?
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #6 -
Jul 28
th
, 2010 at 2:19am
JakesF14
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Blistering Barnacles!
South Africa
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Posts: 1866
Fr. Bill wrote
on Jul 27
th
, 2010 at 5:27pm:
Did you assign your lightmap to the Self-Illumination slot in the Material Editor?
that is the issue - somehow it wont let me assign a different lightmap in gmax. let me take the steps over again, maybe it clears all up...
1) my landing light is mapped with the texture
landinglight.bmp
2) i've made small polygons attached to the landing lights, which is white, and they have a basic material, with the name LANDING_LIGHT and is the actual light beams
3) now I need to add the illumination map to the landing lights, and in the position as showed in the highlighted position in the pic...
but when I click on that slot for the material, I can only apply material that is in use, and cannot browse for the material
landinglight_L
.
even if I change the name to that material, it also change the mapped material.
Eish!
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Reply #7 -
Jul 29
th
, 2010 at 1:11pm
Fr. Bill
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I used to have a life;
now I have GMax!
Hammond, IN
Gender:
Posts: 962
Click on any one of the "NONE" buttons and drag it to the Self-Illumination slot to delete the current filename.
Now click on Self-Illumination's "NONE" entry and browse for your "landinglight_L.bmp" file.
BTW, you can delete all but the forward facing polygon on your "boxes" to eliminate the other five unused polygons...
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #8 -
Aug 2
nd
, 2010 at 3:03am
JakesF14
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Blistering Barnacles!
South Africa
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Posts: 1866
Fr. Bill wrote
on Jul 29
th
, 2010 at 1:11pm:
Click on any one of the "NONE" buttons and drag it to the Self-Illumination slot to delete the current filename.
Now click on Self-Illumination's "NONE" entry and browse for your "landinglight_L.bmp" file.
BTW, you can delete all but the forward facing polygon on your "boxes" to eliminate the other five unused polygons...
Thanks, Will do so! Appreciate it!
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Reply #9 -
Aug 3
rd
, 2010 at 3:28am
JakesF14
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Blistering Barnacles!
South Africa
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Posts: 1866
It worked.... but not successfull.... yet
Ok, I've applied the lightmap to the object, and changed the name od the texture to landinglight_T.bmp.
now I have a different map for the texture and illumination, and great, I've expotrted the model. but still no luck with the light on. BUT now I have no texture showing up at all at night. the model is completely textureless. any idea?
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Reply #10 -
Aug 10
th
, 2010 at 12:44pm
Fr. Bill
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Colonel
I used to have a life;
now I have GMax!
Hammond, IN
Gender:
Posts: 962
Sorry for the delay in replying, but I only visit this website once a week or thereabouts (if I remember to at all!), because...
...quite honestly the forums at FS-Developer are far better for these discussions, and there are many, many more folks participating.
In any case, for your "lightmap" must have the "light source" in the RGB channels, and the Alpha channel must be pure black (0,0,0), and must be in DXT3.bmp format.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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