UnchiuDawg Posted August 16, 2017 Share Posted August 16, 2017 (edited) Hello, I want to change some places using the map editor and I'm encountering some weird lighting that probably originates from the buildings I'm using. Here's a screenshot example: Spoiler I would like to fix these or at least make them less obvious. They only look this weird at night. Are there any clientside functions I could use to do it? The only function I've seen on the wiki that seems to be able to help would be engineApplyShaderToWorldTexture, but I think that would change all the buildings that share this model, which I don't want to since the original one would then look weird. Edited August 16, 2017 by UnchiuDawg Link to comment
WorthlessCynomys Posted August 17, 2017 Share Posted August 17, 2017 Maybe the texture of that building has a night version which is brighter. You can't modify the textures in detail with scripts, so I don't think you can make it good, unless you edit some textures. But that's just my opinion. 1 Link to comment
Noah_Antilles Posted August 17, 2017 Share Posted August 17, 2017 Hello @UnchiuDawg, This particular building/object is prelighted that way by the original Rockstar Developers. This means it's not possible to get rid of this peculiar lighting by shaders (as far as I know) with prelighting you pre light an object, for example a road, so certain lights are rendered there and thus saving memory. You can however take this specific object, export it, prelight it yourself, and import it once again in your own server/map. Here is a prelighting tutorial CodyJ(L) once send to me: http://gtaforums.com/topic/273217-3dsmax-radiosity-advanced-lighting/ Good luck! 1 Link to comment
UnchiuDawg Posted August 17, 2017 Author Share Posted August 17, 2017 Alright I see, thanks for the help Link to comment
_DrXenon Posted August 17, 2017 Share Posted August 17, 2017 @UnchiuDawg using the function engineApplyShaderToWorldTexture has an argument that allows you to change the texture of a particular object eith the shader without the need to replace the textures of all the other objects that share the same original texture. Anyway, I mentioned that just to let you know, eventho that might not help a lot since it is a lighting issue. 1 Link to comment
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