Oleg wrote:you should create an UV for channel #2. Notice the image above - it's simmetrical; the left part is for the left-side lights, the right part is for the right-side lights. So, the game will lit up the left part of the image-mask when you turn left and will lit up right side lights when you turn right.
Oleg wrote:You should probably examine the UV#1 on original models. May be placing mapping in different squares aside the texture does some trick in game too? (considering you've got the red front light shining, it make some sence).
Oleg wrote:so, do you have a specific print out guide on light mask mapping? was it an issue with uv#2 only? does the game use 1.0, 2.0, 3.0 etc. for "glow color" only? or it's used for specific lights (front/rear and left/right) mapping?
Oleg wrote:ok. may be you will draw an explanation image later too? since I'm a bit confused why do you mention "2.0" and "4.0" in different context with different result effect...
Ok, that's what I needed. The headlight/taillight/reverselight/turn signal masks are as follows: first (0, no move) is the front-left; second (1.0 move) is the front-right, third (2.0 move) is the rear-left and fourth (3.0 move) is the rear-right.
The R, G, B masks are Turn signal (orange), Brake signal (red) and Headlight/Reverse light (white).
The game will determine which lights should be rendered using the square index (0,1,2,3). So, it will render white headlight for blue-channel-mapped fragments on squares #0 and #1, but it will not render blue-channel-mapped light areas for squares #2 and #3 unless reverse is toggled. The same for left/right turn indicators.
The alpha channel mask is an "Idle light" mask which shines all the time all around. So, even thought squares 0,1,2,3 are still used to determine front-left/front-right/rear-left/rear-light "placement", they are used to apply the proper "usage" color. The white is for front idle lights (squares 0, 1), the red is for rear idle lights (squares 2, 3), and the orange for side idle lights (square 4, the one with "move 4.0"). I guess they might reserved even more squares for extra color effects.]
womble wrote:There does not need to be a difference in the left and right meshes moved position, although they do need to be top and bottom for left and right.
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