jtanabodee
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Hi,
After some discuss with Ian from this topic about taxi light. I found it is too faint to my like to make taxi light (blue light on the taxi way). But I modified the setting a bit and use it as a light glow. It came out very good. Bill has posted his setting about the light and I personally found that difficult to make and I cannot control the color of light. This setting is much simpler and you all can do it without difficulty.
Please refer the setting to Ian's setting at this link. url=http://fsdeveloper.com/forum/showthread.php?t=259310
To give a short summary:
1. Make the light color to a separate texture, not the same you use with other things like the pole of light. It should be a smaller one since we'd like to have diffuse edge as much as possible. I use 128X128. Paint the light you want on a pure black background. Then save it as a night light texture. I still use _lm behind the name, although it is NOT necessary. It will be convenient to know which one is the night texture. Mine is halo_lm.dds like the way Ian use. I don't think alpha channel is needed.
2. Make a pure only black texture and save it as day texture on the same name. Mine is halo.dds.
3. Then set up the material like the way Ian use. But I modified it a bit.
The most important settings are:
No shadow
No base material specular
Framebuffer Blend is the most of the most important setting.
Destination Blend= One (This means the whole object will be the destination. Transparency will depend on the source color not the alpha channel.)
Source Blend = SrcColor (This means what is black in the texture will be transparent, not blend. Where the texture is in color will be blend to the object behind this materal.)
Final Alpha Mulitply =0.5
Set final alpha value at render time =true
So with this settings, the pure black texture will not be seen. (day texture = diffuse texture. I always amaze why don't they use simple term make more understanding.) So that during the day it is not visible and the night what is pure black in the texture will be transparent. What is in colour in texture will be blend with the object behind this material.
I think alpha channel is not needed.
As I said final result is remarkable.
4. Make you light plane. I used cone at first gmax model but I fould that the edge is too sharp and not realistic. This picture I used cone.
So I changed to a plane and I set double side for the material too.
This is the way I made my light. The arrow number 1 is the light glow plane. The arrow number 2 is the attached effect.
The bottom plane I elevated to 0.1 and it does not cause flickering.
Try it, and post the result of yours. Please disscuss more.
Thanks,
Tic
After some discuss with Ian from this topic about taxi light. I found it is too faint to my like to make taxi light (blue light on the taxi way). But I modified the setting a bit and use it as a light glow. It came out very good. Bill has posted his setting about the light and I personally found that difficult to make and I cannot control the color of light. This setting is much simpler and you all can do it without difficulty.
Please refer the setting to Ian's setting at this link. url=http://fsdeveloper.com/forum/showthread.php?t=259310
To give a short summary:
1. Make the light color to a separate texture, not the same you use with other things like the pole of light. It should be a smaller one since we'd like to have diffuse edge as much as possible. I use 128X128. Paint the light you want on a pure black background. Then save it as a night light texture. I still use _lm behind the name, although it is NOT necessary. It will be convenient to know which one is the night texture. Mine is halo_lm.dds like the way Ian use. I don't think alpha channel is needed.
2. Make a pure only black texture and save it as day texture on the same name. Mine is halo.dds.
3. Then set up the material like the way Ian use. But I modified it a bit.
The most important settings are:
No shadow
No base material specular
Framebuffer Blend is the most of the most important setting.
Destination Blend= One (This means the whole object will be the destination. Transparency will depend on the source color not the alpha channel.)
Source Blend = SrcColor (This means what is black in the texture will be transparent, not blend. Where the texture is in color will be blend to the object behind this materal.)
Final Alpha Mulitply =0.5
Set final alpha value at render time =true
So with this settings, the pure black texture will not be seen. (day texture = diffuse texture. I always amaze why don't they use simple term make more understanding.) So that during the day it is not visible and the night what is pure black in the texture will be transparent. What is in colour in texture will be blend with the object behind this material.
I think alpha channel is not needed.
As I said final result is remarkable.
4. Make you light plane. I used cone at first gmax model but I fould that the edge is too sharp and not realistic. This picture I used cone.
So I changed to a plane and I set double side for the material too.
This is the way I made my light. The arrow number 1 is the light glow plane. The arrow number 2 is the attached effect.
The bottom plane I elevated to 0.1 and it does not cause flickering.
Try it, and post the result of yours. Please disscuss more.
Thanks,
Tic
Last edited: