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Documentation/Tools/SCS Blender Tools/Materials/Lamp system

1,054 bytes added, 20:43, 22 August 2016
Vehicle lights: Adapted table from my lightmask cheatsheet + Edit for spelling and clarity
== Vehicle lights ==
{| class="wikitable" style="text-align:center;float:right;"
|+Vehicle Lights Quick-Reference
!rowspan="2"|UV Tile
!rowspan="2"|Corresponding<BR />Position
!colspan="4"|Color Channel
|-
|style="background-color:#FF2222;"|'''R'''
|style="background-color:#22FF22;"|'''G'''
|style="background-color:#2222FF;"|'''B'''
|'''A'''
|-
|0
|Front Left
|style="background-color:#ffb44a;"|Left Blinker
|rowspan="2"|High Beam
|rowspan="2"|Low Beam
|rowspan="2"|Positional
|-
|1
|Front Right
|style="background-color:#ffb44a;"|Right Blinker
|-
|2
|Rear Left
|style="background-image:linear-gradient(to right,#ff4a4a,#ffb44a);"|Left Blinker*
|rowspan="2" style="background-color:#ff4a4a;"|Brake
|rowspan="2"|Reverse
|rowspan="2" style="background-color:#ff4a4a;"|Positional
|-
|3
|Rear Right
|style="background-image:linear-gradient(to right,#ff4a4a,#ffb44a);"|Right Blinker*
|-
|4
|Middle or DRL
|
|
|DRL
|style="background-color:#ffb44a;"|Positional
|-
|colspan="6"|''<nowiki>*</nowiki>Rear blinkers are orange in ETS2, and red in ATS by default.''
|}
Vehicle lights uses use a second RGBA mask texture where from which each channel from RGBA color space defines a luminance mask for a particular type of the light:
* R - left blinker, right blinker
* A - positional
Second The second requirement for vehicle lights to work properly correctly is to use a separate UV layer for the lamp mask texture and proper tile offset of the mappings. Tilling Tiling is applied on the right side of the texture in the following order:
# original texture - front left side of vehicle
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