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alpha lights {help}
Posted: Wed Nov 15, 2023 5:52 am
by andreas132z
hi, its there a tutorial for alpha lights? how to make them, like i have a old dodge and the model have only a `blank` mesh on tailights with texture , the model have no light bulb, what can i do?
Re: alpha lights {help}
Posted: Thu Nov 16, 2023 2:09 pm
by andreas132z
andreas132z wrote: ↑Wed Nov 15, 2023 5:52 am
hi, its there a tutorial for alpha lights? how to make them, like i have a old dodge and the model have only a `blank` mesh on tailights with texture , the model have no light bulb, what can i do?
help

Re: alpha lights {help}
Posted: Thu Nov 16, 2023 3:26 pm
by Oleg
not sure what exactly you want to do.
The game uses bones/objects position to place corona effect (configured in metadata file). Also, the game uses "vehicle_lightsemissive" material to draw all vehicle lights. This material respects ID on a polygon to determine whether render in emissive mode or in default mode. The ID is assigned in properties of selected polygons. If you do not need any geometry/texture to be lit as the taillight, just don't assign the associated ID onto any polygon. If your scene has an associated bone/object (it could be a dummy object), the game will know where to place the corona effect for the light, but no polygons/textures will light up for such a light. In most of cases, creating a textured light with "vehicle_lightsemissive" material is a good choice, as you can precisely control the shape of lit surface. The alpha of texture used on this material is the intensity/strength of emissive light. Thus, using a low alpha values on texture can create a dimmed/dull but sill lit lights in game.
If you enable "GTA V" in Settings->General->Compatibility->Settings selection, you will have a "GTA 5 Options" branch in properties window for selected polygons. This options window, in particular, allows an easy ID assignment of vehicle lights.