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Old 3 January 10, 12:11   #25
djotefsoup
 
Join Date: May 2007
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Yep, inability to really control what's in a .meb and create new materials is the main problem. GTR2/RFactor/etc have an almost comically simple method of casting headlights - the headlight zone itself is just a cone shaped texture, with some glow effects on the car model itself set in the headlight .gmt (basically what we see in Shift now). But in Shift there doesn't seem to be anything defined on which to attach that illuminating cone texture. Which we need better tools to do.

ed - to make it a bit more clear, here is the logfile from the "gecko" engine tool to create a car:

Exporting Materials
===================
Material: AUDI_RS4_DISC
Material: AUDI_RS4_PAINT
Material: GENERIC_WINDOWS
Material: GENERIC_GLASS_CLEAR
Material: AUDI_RS4_MISC
Material: GENERIC_GLASS_BLACK
Material: GENERIC_CARBON
Material: AUDI_RS4_BADGES
Material: GENERIC_CHASSIS
Material: AUDI_RS4_INTERIOR
Material: GENERIC_DOORLINE
Material: GENERIC_UNDERSIDE
Material: AUDI_RS4_LIGHTS
Material: AUDI_RS4_ENGINE
Material: AUDI_RS4_COCKPIT
Material: AUDI_RS4_GAUGES
Material: AUDI_RS4_STEERINGWHEEL
Material: GENERIC_MIRROR
Material: AUDI_RS4_LCD
Material: AUDI_RS4_PLASTIC_DASH_GREY
Material: GENERIC_PLASTIC01_BLACK01
Material: GENERIC_CARPET_BLACK01
Material: GENERIC_LEATHER02_BLACK
Material: GENERIC_LEATHER02_BLACK_STITCHING_WHITE
Material: GENERIC_LEATHER02_PERFORATED_BLACK
Material: GENERIC_GAUGE_GLASS
Material: GENERIC_CLOTH_GREY
Material: AUDI_RS4_WINDSCREEN_KIT00
Material: AUDI_RS4_LEATHER1_SKIN
Material: AUDI_RS4_LEATHER1_STITCHES_SKIN
Material: AUDI_RS4_PLASTIC_DASH_GREY_SKIN
Material: GENERIC_MESH
Material: AUDI_RS4_WINDSCREEN_KIT03
Material: AUDI_RS4_SCREEN
Material: AUDI_RS4_WHEEL_ALPHA
Material: AUDI_RS4_WHEEL
Material: AUDI_RS4_TREAD
Material: AUDI_RS4_TYRE
Material: GENERIC_LIGHTFLARES
Material: MOMO_MOD88_LODA
Material: MOMO_MOD88_CPIT
Material: MOMO_MOD88_CPIT_ALCANTARA
Material: GENERIC_COCKPIT_UPGRADES_LODA
Material: GENERIC_COCKPIT_UPGRADES
Material: GENERIC_ALCANTARA_RED
Material: GENERIC_ALCANTARA_BLACK
Material: GENERIC_MFD
Material: GENERIC_GAUGES
Material: GENERIC_METAL02
Material: MOMO_MOD31_LODA
Material: MOMO_MOD31_CPIT
Material: MOMO_MOD31_CPIT_ALCANTARA

==================


==================
Materials exported
==================

Starting Vehicle File Export
Vehicle File Exported
==================
Created Metadata File
==================
=========================

There is nothing there that seems to have anything to do with shining a projected light out of the car, and there is currently no way to define a new material that would do that. So until someone either leaks the gecko tools or reverse engineers something that would let you redefine or create a material to do a proper headlight...

Last edited by djotefsoup; 3 January 10 at 13:45.
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Old 5 January 10, 11:51   #26
KingAntikrist
 
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have any1 asked themselves why the headlights are on if we can only race in mid-day O.o.... now that's strange, headlights on in the middle of the day lol
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Old 5 January 10, 12:12   #27
Brainbug
 
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ask the scandinavian; safety goes first.
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Old 5 January 10, 12:24   #28
jaketoox
 
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Quote:
Originally Posted by brainbug View Post
ask the scandinavian; safety goes first.
LOL... indeed...
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Old 5 January 10, 12:26   #29
outlaw22
 
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Quote:
Originally Posted by KingAntikrist View Post
have any1 asked themselves why the headlights are on if we can only race in mid-day O.o.... now that's strange, headlights on in the middle of the day lol
What about the Dawn and Dusk modes?
In real races they would have their lights on so that they can see the cars behind them more clearly.
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Old 5 January 10, 16:19   #30
tINKER
 
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I'd never notice the lights being on in SHIFT during mid day races just the dawn and dusk ones...???. We in Canada also have day time running lights.
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Old 13 February 10, 16:24   #31
QuadCoremax
 
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I think it's possible guys !

After reading a lot about 3DS format, I made some interesting discoveries :

When you export a 3DS file, the following information is exported :
Target cameras, target spotlights and omni lights.

Has anybody tried this ? + in Object Tags (3DsimED) you'll find some complementary shadows settings which I haven't test/play yet.
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Old 13 February 10, 18:01   #32
acti0n
 
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This would be awesome if you can enable Lights

I think it's all built in, maybe disabled ...

And any idea about raining?
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Old 13 February 10, 18:34   #33
QuadCoremax
 
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Another alternative, hmm, would be to search after some existing scene light which emits light, duplicate object, attach it to the car & finally fine tuning properties of it...just an idea !

From what I understood, flames emits lights...I imagine it's doable.

About rain, I saw some variables giving some little control over it. Man I wish we could create on the fly some emitters in 3Dsim...
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Old 13 February 10, 19:01   #34
f0xx
 
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Nice!
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