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→Traffic lights
== 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
== Auxiliary lights ==
There is also possible to use two different colors for auxiliary lights with offsetting UV mappings for second mask texture. Tile offset here is also done on the right side of the texture:
== Traffic lights ==
Traffic lights don't use extra second mask texture as they are using alpha channel of base texture for proper lit of traffic lights. But they still use tile offset on UV mappings to properly lit up different color in traffic light. Tile offset here is done on right up side of the texture in the following order: