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ZModeler: lightsemmisive problem

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I'm trying to edit my lightsemmisive and I can't export it the right because it keeps saying:

Missing shader configuration for shader "gta_vehicle_lightsemmisive" in material "indicator lightsemmisive". Defaulting to "gta_default".

I have my texture, black texture, vehicle_generic_smallspecmap, and vehicleenvmap128 all set to the correct setting. The only thing I changed was the specular amount

 

Yeah, Windows is great… I used it to download Linux.

You have to change the specular's power by modifying the GTA Specular texture. In this case, you could add a grey texture instead of vehicle_generic_smallspecmap (which is fully white). Black = no specular power, white = full specular power.

so if i understand correctly, if say a light is too bright i darken the spec texture

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You have to change the specular's power by modifying the GTA Specular texture. In this case, you could add a grey texture instead of vehicle_generic_smallspecmap (which is fully white). Black = no specular power, white = full specular power.

I'll try it out. Thanks

Yeah, Windows is great… I used it to download Linux.

so if i understand correctly, if say a light is too bright i darken the spec texture

No, to darken a light, you have to go to vertices mode, select the vertices (part of the light) which you want to be darker, and in paint -> color select a grey color, if you don't want to change the color of the light. If you want to change a white front indicator to light up amber in game, while the texture is white / grey, you have to use paint -> color and paint it yellow.

You can also darken a light, by darkening the main texture, so if you darken emerglights_lightsemmissive.png, you'll get darker emergency lights.

Specular power controls the shine, or reflection. Black specular = no shine at all (looks even less reflective then a matte paintjob irl).

No, to darken a light, you have to go to vertices mode, select the vertices (part of the light) which you want to be darker, and in paint -> color select a grey color, if you don't want to change the color of the light. If you want to change a white front indicator to light up amber in game, while the texture is white / grey, you have to use paint -> color and paint it yellow.

You can also darken a light, by darkening the main texture, so if you darken emerglights_lightsemmissive.png, you'll get darker emergency lights.

Specular power controls the shine, or reflection. Black specular = no shine at all (looks even less reflective then a matte paintjob irl).

ok thanks because some of my lights are  wayy to bright 

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