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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 11-06-2005, 07:41 PM   #1 (permalink)
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Default Nighttime Models

Hey, how do I make lights for the nighttime models?
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Old 11-06-2005, 09:54 PM   #2 (permalink)
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Simular to how you make muzzleFXs i think. Just duplicate the objects that you want the textures to glow (ie - duplicate the body structure of a building). Scale that duplicated object a little bigger (like microscopically bigger) and change that object's textures to lights from windows using your texture as a guideline where to put each one. You new texture should just be the stuff you want to glow at night and everything else on the texture should be black, which would make it invisible.

When you go to apply the texture, set the thingy (sorry, i don't remember what it's called) to additive. Export it and it should work... I think.


OR... you can just took at one of EA's nighttime models.
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Old 11-07-2005, 11:44 AM   #3 (permalink)
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what do u mean exactly, Kitsune?

Lighbeams and how to create them and have them glowed?

or

what GuyInTheWindow mean: applying textures onto a building that have the windows or some other parts glowed at night?
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Old 11-07-2005, 12:21 PM   #4 (permalink)
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I think he means the units when he means lights... either that or external lights like the ones of the airfields...
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Old 11-07-2005, 05:02 PM   #5 (permalink)
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The lights on the windows & the lightbeams from headlights or a light on a building.
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Old 11-08-2005, 02:29 PM   #6 (permalink)
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ok for lights in windows u have to use MULTIPASS material in the material editor of RenX. You simply create a material and change the pass count to 2. Then go to register "Pass1". This is the pass where your building texture must be set.
"Pass2" is, lets say an overlayer to have the windows glowed. To do so open your graphic program and copy your building texture (with exactly the same size), and put in a black foreground. To easier edit make the black foreground transparent, so that u can see your building texture through it. Make a new layer where you fill in bright or less bright colors everywhere where the texture should glow at night. The higher the brightness of color in your lightmap-texture the brighter it glows at night. Test it on your own.
Now lets come back to material editor's "Pass2". Here you choose "ADD" shader and load the lightmap-texture. Note that you have to change the vertex based colors for "Pass2" like in "Pass1", otherwise you won't see anything of the lightmap.

Lightbeams are plane objects that use a material with "ALPHA BLEND" or sometimes "ADD" shader.
If u use alpha blend, then ur texture must have an alpha channel. (opaque means fully visible, transparent less visible until invisible).
If u use add method, the ur texture background should be black, and the lighbeam with brighter colors. Again: the darker the texture the more tranparent it becomes.

Last thing to do: to have your lights REALLY glowed at night set the "Emessive color" to white (R:255, G:255, B:255) or another bright color.

Last tip for multipass material working:
be careful with the "Display" button in RenX. My RenX crashed when I tried to have the textures displayed.

//EDIT:

in the same way you can easily create the mirror effect for windows that appears when u move or rate the camera in-game. Only some buildings have it and it cost much ressources.
Your "Pass1" texture in this case is the cloud-mirror-texture called "Lakedusk.tga" of type "Environment" to have it moved with camera's movings. "Pass2" as the overlayer is your building texture. And again it uses shader "ALPHA BLEND". That means your building texture must have an alpha channel where the effect should be visible (of course in the windows)

Hope I could help u out a bit
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