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From: Emilian H. <emi...@gm...> - 2017-03-08 12:57:46
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On Friday, February 24, 2017 1:35:58 PM EET Thorsten Renk wrote: > > After doing some forensics on the way the effects in the Buildings/ > subfolder are done - I think we can proceed as follows: > > * I will create a shell road.eff which for the time being duplicates the > model-combined-deferred you currently run. > * you can reference that instead of model-combined-deferred directly > * we patch the TS server to do that for existing tiles > * any special road effect development can then be inserted into that shell > and made switchable runtime under user control > > In other matters - why on Earth do we need the lightmap factor Nasal > switch xml in every time? Can't we handle this system-wide by a property > rule? Or is there something I'm not getting? It looks like a hack to me... > > * Thorsten Hi Thorsten, I noticed on the related forum thread that you were looking into supressing head/tail lights on the traffic shader. One way you can check that is by checking the angle between the view vector and the tangent or the binromal (depending on the UV layout) Anyway, here's a link to my PoC traffic shader from some years ago, hope it helps (I've also added the car/lightmap texture I've come up with while doing it) : http://s.go.ro/qwd1eloh Regards, Emilian |