Unsolved Specular error on glowmaps

Discussion in 'Mod Support' started by Bakasan, Feb 19, 2018.

  1. Bakasan

    Bakasan
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    Joined:
    Dec 3, 2013
    Messages:
    1,486
    so I set up the glowmaps on my S14, and all is well, except for one thing
    when the lights are "on" the specular properties change. this in itself is not a bad thing, however due to the way this model is designed (there is no geometrical definition of the lights), the whole light has to be mapped to the glow material (with the bits that don't light up mapped to a zero alpha value in the glowmap)
    200w_d.gif
    You can see what I mean here in the gif, when the lights are on the specular properties change.

    Is there any way to fix this? or is it a permanent side-effect of the emmisiveness of the lights_on material setting?
     
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,697
    You should 'cut' each light individually in your mesh, and assign a specific material to it.
    So that for example, if you brake, only the part with the brake-material assigned to it would switch material, and not the entire part.
    That is also needed if you want to have stuff like working indicators in the same mesh.
     
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