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Light on the subject.....

PostPosted: Thu Jul 01, 2010 6:38 am
by JakesF14
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

Image

just for reference, I use Gmax and FS9SDK and for FS9  :P

Re: Light on the subject.....

PostPosted: Thu Jul 01, 2010 10:43 am
by garryrussell
Hi jakes

Sorry.not exactly sure what you mean :-/..........but light illumination is controlled by the material settings/name and the part name.

Garry

Re: Light on the subject.....

PostPosted: Sat Jul 03, 2010 10:37 am
by Fr. Bill
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.

Re: Light on the subject.....

PostPosted: Sun Jul 04, 2010 4:17 am
by JakesF14
Thank you for the help. I appreciate it really!

Re: Light on the subject.....

PostPosted: Fri Jul 23, 2010 5:56 am
by JakesF14
Ok, I've mapped my landing light with the texture as below:

Image

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?

Re: Light on the subject.....

PostPosted: Tue Jul 27, 2010 4:27 pm
by Fr. Bill
Did you assign your lightmap to the Self-Illumination slot in the Material Editor?

Re: Light on the subject.....

PostPosted: Wed Jul 28, 2010 1:19 am
by JakesF14
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

     Image

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...

     Image

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!

Re: Light on the subject.....

PostPosted: Thu Jul 29, 2010 12:11 pm
by Fr. Bill
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... ;)

Re: Light on the subject.....

PostPosted: Mon Aug 02, 2010 2:03 am
by JakesF14
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!

Re: Light on the subject.....

PostPosted: Tue Aug 03, 2010 2:28 am
by JakesF14
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?

Image

Image

Re: Light on the subject.....

PostPosted: Tue Aug 10, 2010 11:44 am
by Fr. Bill
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.