Emissive Lights
-
Can someone tell me how to make emissive lights, or give an emissive texture for a building mod that I'm making? It would be much appreciated! Im trying to find a way without using 3ds max orblender, just editing any files like odr or xml.
-
@goobleduck
Should be possible to do if you export the '.ydr/.ydd' etc to XML using Codewalker.Basically, grab a vanilla building that has a similar emissive effect to the one you want & export that to XML using Codewalker as well & then search it for 'emissive' to find the potential part/s you need (they will be in the '<Shaders>' section of the file):
Example:
<Shaders> <Item> <Name>emissivenight</Name> <FileName>emissivenight_alpha.sps</FileName> <RenderBucket value="1" /> <Parameters> <Item name="DiffuseSampler" type="Texture"> <Name>blue_casino_details</Name> </Item> <Item name="matMaterialColorScale" type="Vector" x="1" y="0" z="0" w="1" /> <Item name="HardAlphaBlend" type="Vector" x="0" y="0" z="0" w="0" /> <Item name="useTessellation" type="Vector" x="0" y="0" z="0" w="0" /> <Item name="emissiveMultiplier" type="Vector" x="1" y="0" z="0" w="0" /> </Parameters> </Item> </Shaders>
copy the section that applies to your '.ydr.xml' etc, & then edit texture lines accordingly.
If you have a look at the vanilla building in Codewalker (right mouse drag sideways to change to night etc) & check what textures it uses for the emissive part/s you want, should be easy enough to find the section/s you need to copy using the texture name used etc. You just need one section for each part of your building that glows/is emissive.
There are many different emissive shaders to play about with as well (you don't have to use just use 'emissivenight' etc):
decal_emissivenight_only
decal_emissive_only
emissive
emissivenight
emissivenight_geomnightonly
emissivestrong
emissive_additive_alpha
emissive_additive_uv_alpha
emissive_clip
emissive_speclum
emissive_tnt
glass_emissive
glass_emissivenightJust change the '<Name>' & '<FileName>' lines in the '.ydr.xml/.ydd.xml' to use another shader etc.