Unsolved how to edit tail lights?

Discussion in 'Mod Support' started by Nicelittle, Oct 28, 2017.

  1. Nicelittle

    Nicelittle
    Expand Collapse

    Joined:
    Apr 27, 2017
    Messages:
    778
    what it says in the title, basically ive edited files pessima_lights_g and pessima_lights_s in paint.net in an attempt to change the taillights but pessima_lights_n does not want to open as it says paint.net cannot open the file. Any thing I can do for this?
     
  2. Nicelittle

    Nicelittle
    Expand Collapse

    Joined:
    Apr 27, 2017
    Messages:
    778
    rip help
     
  3. Ytrewq

    Ytrewq
    Expand Collapse

    Joined:
    Dec 6, 2014
    Messages:
    2,268
    That's a normal map, it can't be edited with paint.net :(.
     
  4. DuneWulff

    DuneWulff
    Expand Collapse

    Joined:
    Apr 25, 2016
    Messages:
    1,034
    To start, anything with "_n" means that the file is a normal map. You'd best off to just leave that alone. I'm assuming you're just asking about editing the materials of the taillights (not modeling them or anything)
    As for editing taillights, I don't know exactly what you want to pull off but I did this:
    screenshot_00499.png
    Which I did by just editing the pickup_lights_g file to look like this:
    lights.jpg
    And editing the pickup_lights_d to look this this (which effectively blackens out the lights)
    lights2.jpg
    And then I mapped out the materials for it:
    Code:
    singleton Material("pickup_lights.skin.slamtruck")
    {
        mapTo = "pickup_lights.skin.slamtruck";
        diffuseMap[1] = "vehicles/pickup/slamtruck/pickup_lights_d_slamtruck.dds";
        specularMap[1] = "pickup_lights_s.dds";
        normalMap[1] = "pickup_lights_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "pickup_lights_n.dds";
        //diffuseMap[2] = "pickup_lights_dirt.dds";
        //normalMap[2] = "pickup_lights_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "128";
        pixelSpecular[1] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1 1 1 1";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        //diffuseColor[2] = "1.5 1.5 1.5 1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        diffuseColor[1] = "1.5 1.5 1.5 1";
        dynamicCubemap = true;
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    
    singleton Material("pickup_lights_on.skin.slamtruck")
    {
        mapTo = "pickup_lights_on.skin.slamtruck";
        diffuseMap[2] = "vehicles/pickup/slamtruck/pickup_lights_g_slamtruck.dds";
        specularMap[2] = "pickup_lights_s.dds";
        normalMap[2] = "pickup_lights_n.dds";
        diffuseMap[1] = "vehicles/pickup/slamtruck/pickup_lights_d_slamtruck.dds";
        specularMap[1] = "pickup_lights_s.dds";
        normalMap[1] = "pickup_lights_n.dds";
        diffuseMap[0] = "vehicles/common/null.dds";
        specularMap[0] = "vehicles/common/null.dds";
        normalMap[0] = "pickup_lights_n.dds";
        //diffuseMap[3] = "pickup_lights_dirt.dds";
        //normalMap[3] = "pickup_lights_n.dds";
        specularPower[0] = "128";
        pixelSpecular[0] = "1";
        specularPower[1] = "128";
        pixelSpecular[1] = "1";
        diffuseColor[0] = "1 1 1 1";
        diffuseColor[1] = "1.5 1.5 1.5 1";
        diffuseColor[2] = "1.5 1.5 1.5 0.12";
        useAnisotropic[0] = "1";
        useAnisotropic[1] = "1";
        useAnisotropic[2] = "1";
        //diffuseColor[3] = "1.5 1.5 1.5 1";
        castShadows = "1";
        translucent = "1";
        translucentBlendOp = "None";
        alphaTest = "0";
        alphaRef = "0";
        dynamicCubemap = true;
        glow[2] = "2";
        emissive[2] = "1";
        materialTag0 = "beamng"; materialTag1 = "vehicle";
    };
    The first section of code tells the game to use the blackened-out lights in place of the original lights.The second section tells the game to use the line-style taillight glow in place of the normal one.
     
  5. Spiicy

    Spiicy
    Expand Collapse

    Joined:
    Sep 8, 2016
    Messages:
    3,798
    I might try this =)
     
  6. DuneWulff

    DuneWulff
    Expand Collapse

    Joined:
    Apr 25, 2016
    Messages:
    1,034
    If you do, tag me when you post the results :D
     
  7. Spiicy

    Spiicy
    Expand Collapse

    Joined:
    Sep 8, 2016
    Messages:
    3,798
    probably won't be for a while, im busy with other things =)
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice