Вы сейчас тут: Главная » Каталог статей » Студия » Редактирование машин
Популярные новости
Наибольшая активность в новостях
Последнее с форума
Последние сообщения на форуме
Новые комментарии
Новые комментарии к новостям
1:23 PM
10:09 AM
2:45 AM
7:36 PM
9:46 PM
9:43 PM
Новые фары
Категория: Редактирование машин | Просмотров: 1402 | Добавил: OKStyle | Автор: arushan
Firstly, I noticed one error in the "Basic Filter Usage" document.

Quote:
Damaged Parts
* Prefix normal part with a #. (i.e. normal part named: PartA, damage part would be named #PartA)
should be

Quote:
Damaged Parts
* Prefix normal part with a %. (i.e. normal part named: PartA, damage part would be named %PartA)
That is, it should be % and not #. # is used for Lights/Effects.

Here's the info on Lights and Effects... might be a bit hard to understand, but ask questions if anything is unclear... just don't ask about the matrix

1. Create a file named carname_lights.txt (where carname is the export name of your car -- i.e. carname.crp) in your export folder. So if you export your car as abc.crp, you would create a file named abc_lights.txt in the same folder as where you would export abc.crp

2. Use this following code as a template to begin... it uses the format of a simple ini file.

Code:
;
; Sample Light Definition File
;
; Hint: Lines starting with a ; are commented out and will not be parsed.
;

[lightdef]
NumLights=1

[brakelights]
GlowColor=FFFF0000
SrcColor=FFFF0000
Mirror=0
Transform=-0.0003385,-0.1303897,0.0778132,0, -0.1824045,-0.0041781,0.071759,0, -0.3101564,-0.4865918,-0.81672,0, 0,0,0,1
Glare=2
Type=1
Extra=0
Info=3
Headlight=0
3. Set NumLights to the number of light definitions you have, and each light definition would be created with a new block with the name of the block as the name of the light definitions, i.e. [brakelights] in the above sample.

Info for each variable in a block:

Code:
;GlowColor: Glow Color
;SrcColor: Source Color
;Mirror: Should the light be mirrored on the X axis? (0,1) -- two lights from one definition
;Transform: 4x4 Matrix for light scaling, etc.
;Glare: Brake(2), Front(4), Rear(6), Reverse(8), Shine(9)
;Type: Normal(0), Brake(1), Reverse(2), Signal(3), Sparkle(4)
;Extra: Normal(0), ShinyMirror(2), Trunk(9)
; Note: Just leave Extra at 0
;Info: Normal(0), Brake1(2), Brake2(3), FrontSignal(5), RearSignal(7), Reverse(8), Sparkle(9)
;Headlight: Set to 1 if else 0.
;
;Notes:
; Color: AARRGGBB
; AA = alpha, RR = red, GG = green, BB = blue
; all values in hex (00 through FF).
;
; Matrix:
; x y z
; x' [[11,12,13,14]
; y' [21,22,23,24]
; z' [31,32,33,34]
; [41,42,43,44]]
;
; would be rewritten as:
; 11,12,13,14, 21,22,23,24, 31,32,33,34, 41,42,43,44
;
; The matrix describes how the light should be displayed relative
; to the camera.
;
; Some stuff:
; 14,24,34 should be 0 always, and 44 should be 1.
; To scale the light, you would scale 11,22,33.
; To position the light (relative to position of rotation), modify 41,42,43
; If you can't see the lights, try negating the yy' (22) value.
; - for front lights yy' should be +ve, rear lights, yy' should be -ve (I think)
; As for the rest of the values.... here's what Addict has to say (from his CRP specifications):
; - xx' (11) is X-coordinate width (relative to X-coordinate)
; - yx' (12) is Y-coordinate width (relative to Y-coordinate)
; - xy' (21) is X-coordinate height (relative to X-coordinate)
; - xz' (31) is X-coordinate depth (relative to X-coordinate)
; - etc.
;
4. Create any object (cube, sphere, NFS4 dummy diamond, whatever) and set it's local axis to be the center point for the effect (this would be the center of rotation). Name the object as follows: "#effectname" (w/o quotes) where effectname corresponds to the name in the definition file (i.e. brakelights in the above example).

I will try to post some sample light definitions if I get some time.

--------

Quote:Originally Posted by Ausmade
just out of interest, let's say i wanted to do a test version, ie no opening doors hood and all of that,. can it be done or not.

Yep, that's perfectly fine... if you dont create the door,hood,trunk parts and just have body and wheel parts, it would work just as well. W

Комментарии пользователей
Количество комментариев к материалу: 0
Имя *:
Email *:
Код *:
Авторизация
Форма входа на сайт
Категории раздела
Категории материалов
Голосование
Опрос пользователей
Хотите сыграть по сети?
Всего ответов: 28
Результаты
Обмен баннерами
Наш баннер и баннеры друзей
Получить код
Дизайн от WebDesin Planet, PhoEn-X © 2011
Сайт управляется системой uCoz