Yo, So, I'm trying to find a way to make a custom gauge glow when you turn the lights on. It's for an ETK 800 mod if that helps. Any direction would be massively appreciated. Cheers!
They would be in the main jbeam file, this is what they look like (used Coupe.jbeam for example): Code: "glowMap":{ "coupe_signal_L":{"simpleFunction":{"lowhighbeam":0.49,"parking":0.49,"signal_L":0.49}, "off":"coupe_lights", "on":"coupe_lights_on", "on_intense":"coupe_lights_on_intense"}, "coupe_signal_R":{"simpleFunction":{"lowhighbeam":0.49,"parking":0.49,"signal_R":0.49}, "off":"coupe_lights", "on":"coupe_lights_on", "on_intense":"coupe_lights_on_intense"}, "coupe_taillight_L":{"simpleFunction":{"brake":0.49,"lowhighbeam":0.49,"signal_L":0.49}, "off":"coupe_lights", "on":"coupe_lights_on", "on_intense":"coupe_lights_on_intense"}, "coupe_taillight_R":{"simpleFunction":{"brake":0.49,"lowhighbeam":0.49,"signal_R":0.49}, "off":"coupe_lights", "on":"coupe_lights_on", "on_intense":"coupe_lights_on_intense"}, "coupe_trunklight":{"simpleFunction":{"brake":0.49,"lowhighbeam":0.49}, "off":"coupe_lights", "on":"coupe_lights_on", "on_intense":"coupe_lights_on_intense"}, "coupe_chmsl":{"simpleFunction":{"brake":100}, "off":"coupe_lights", "on":"coupe_lights_on", "on_intense":"coupe_lights_on_intense"}, "coupe_headlight":{"simpleFunction":{"lowbeam":0.49,"highbeam":1}, "off":"coupe_lights", "on":"coupe_lights_on", "on_intense":"coupe_lights_on_intense"}, "coupe_headlightlens":{"simpleFunction":{"lowbeam":0.49,"highbeam":1}, "off":"coupe_headlightlens", "on":"coupe_headlightlens_on", "on_intense":"coupe_headlightlens_on"}, "coupe_reverselight":{"simpleFunction":{"reverse":0.49}, "off":"coupe_lights", "on":"coupe_lights_on", "on_intense":"coupe_lights_on_intense"}, "coupe_gauges":{"simpleFunction":"lowhighbeam", "off":"coupe_gauges", "on":"coupe_gauges_on"}, //gauge lights "signal_L":{"simpleFunction":"signal_L", "off":"invis", "on":"decals_gauges"}, "signal_R":{"simpleFunction":"signal_R", "off":"invis", "on":"decals_gauges"}, "checkengine":{"simpleFunction":"checkengine", "off":"invis", "on":"decals_gauges"}, "hazard":{"simpleFunction":"hazard", "off":"invis", "on":"decals_gauges"}, "battery":{"simpleFunction":"battery", "off":"invis", "on":"decals_gauges"}, "highbeam":{"simpleFunction":"highbeam", "off":"invis", "on":"decals_gauges"}, "parkingbrake":{"simpleFunction":"parkingbrake", "off":"invis", "on":"decals_gauges"}, "lowfuel":{"simpleFunction":"lowfuel", "off":"invis", "on":"decals_gauges"}, "lowpressure":{"simpleFunction":"lowpressure", "off":"invis", "on":"invis"}, "abs":{"simpleFunction":"abs", "off":"invis", "on":"decals_gauges"}, } },
Hmm, I feel like this is missing something to be editable. I think I may be talking about finding a glowmap 'texture'. I'll show what I'm trying to say. Off: On: I want the three colors to illuminate. How can this be accomplished?
You have to change the color in Material Editor (in the World Editor mode, key F11). You can change the color there, but the process isn't easy and can conflict the original instrument panel. Materials.cs doesn't have the code to change the illumination color.
Thanks! I'll give this a shot later. I think one of things I was missing was the emissive code plus, I wouldn't have thought the diffuse map was where to go. --- Post updated --- Finally some progress! Anybody have thoughts on making this more smooth/circular?