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Author: Lighting for GTA San Andreas

Before beginning the process, would like to say that IVF lighting will be INCORRECTLY displayed without having the IVF.


So the same it is necessary to say that when re-importing the model with IVF adapting materials flies, and then there are two options - or do the adaptation at the end, or to work in z3d, sometimes importing dff, personally I do so.


First and foremost, You should decide what texture You use for your headlight, its, or standard SA/HQLM. For example, I, in their envelopes, for IVF version do always its texture, which includes the addition of texture for the headlights, and even the texture of the buttons of the cabin, for their illumination. SA texture all around clear, put it on the headlights, but then with IVF materials impose the same texture. And if you want his texture? If You are converting cars from other games, the texture of the headlights just go from there. Well, if you want to highlight not only lights, but also, for example, as I do, the buttons in the cabin and the dashboard? Yes easily, you need to throw in one texture, for example, I always have the canvas of 1024 x 1024 for the headlights, interior lights and instrument panel, illumination of the room.
For example, my texture:


Адаптация к IVF: Светотехника

In fact, You get the General idea - everything will glow should be in the texture when you're done, save it under the name vehiclelights.


Further, you need to make the texture on the lights, because vehiclelights is the only texture on / off headlights. Everything is simple, for a region of the texture with the headlights a bit off-exhibit (not much, the game itself highlights the texture), if the buttons in the cabin glow a different color, use for the area with her "Mix channels" and pick the color You want.
For example, my texture lights:


Адаптация к IVF: Светотехника

When things texture was finished, it's time for them to apply. In principle, people in the know can just skip, then navryatli for You will be something new. In polygon mode select the polygons for the lights that will glow when finished, press the "Dedicated Mode" and goes into the vertices (vertex), press the Surface --> Mapping --> Edit UV and click at any point. Further, under the line "If UV already generated, then:" remove checkbox "to Disable the old UV" and click "OK":


Адаптация к IVF: Светотехника

In one of the Windows view in the left corner, select the "UV Editor", and published the polygons of the headlight, as You like to use rotation, scaling and movement to achieve the desired results, also if You need to move only a certain polygon/multiple pass mode polygons (directly in the UV Editor) and click on our texture coordinates, then allocate a convenient way to select the needed polygons and freely, in the mode selected, move, rotate, scale. The same thing done with the buttons and the dashboard, if you are going to do their lights.


We begin our adaptation of the headlights. When You're finished with mapping textures, it's time to move on to materials. Everything is very simple. Create two new materials, both put the vehiclelights texture previously created by us, in the name of the material attributed to [FL] for the front left headlight, [FR] for the front right headlight. Further, in the mode of polygons allocated to our texturing the front left headlight and apply it to the material with a note to the FL, FR for the right, everything that should glow along with the main headlights (for example, the same led backlight), should also be with one of these materials.


With the main headlights done, and as the same turn signals, brake lights, signals, reverse etc.? First and foremost, we need to download this archive:

Materials and dummy for IVF - Materials_and_Dummies.rar


What is it? This is a scene zmodeler, in which there are all dummy and materials for IVF, which is actually qualitative. A little retreat and say that the mod identifies each headlight in material, more precisely a code its color. But dummy is needed for the so-called crown, or glare from headlights.


Well, proceed to the adaptation:

With the command "Combine" and selecting all your objects combine z3d scene with our model. Just explain what the title means materials and dummy:


Consoles: _lf - left front lr - left rear , lm - left middle, rf - right front, rr - rear right, rm - right middle, l - left, r - right.




Main title:

indicator - turn signal

reversinglight (in materials revlight) - reversing light

breaklight - brake

rearlight - rear marker lights (activated when the headlamps)

foglight - tomance, are included on the "J"

frontlight - headlight

light_night - glows only at night (regardless of the condition of the headlights)

light_allday - glows always (regardless of the condition of the headlights)

default_day - this area is visible only by day, at night it disappears (becomes invisible)



Personally, I always start with that set first, dummy, dummy for roaming the area that will be illuminated, guided by its name when you finish all dummy throws in the dummy model (for example, sentinel.dff --> *any name dummy, which is pointed out by the author* on my screenshot stafford.dff --> Lotus Omega by Avant):


Адаптация к IVF: Светотехника

By the way, for front you need to use a dummy called headlights and put only one to the right, same thing for tail lights, only the name of the dummy should be taillights.


Go to the main - to materials. It's all quite simple, all materials that are going to use (again, orientirueshsya by their names), put the vehiclelights texture. Well, the process is simple, as 5 copecks. Select the area that will glow when you turn the left front turn signal and apply the material called indicator_lf_material, and so with the rest of the lights. Lights will change the light, but in the game everything will display correctly the colors, as stated above, the conditional marker for fashion, not more. So, if You have a model without lights with glass, that is one area that will glow, not under glass, you need those materials Blik clean, otherwise it will look in the game is not beautiful.


Адаптация к IVF: Светотехника

Ready! Export to dff and check in the game.


Адаптация к IVF: Светотехника

That's all! If something is not clear, write in comments or to PM me. Thank you for your attention, see you soon!


We also recommend to see the video adaptation from 00alexey00.

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Avant
Avant

Published on 30 January 2018

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