Solved Custom Glow Maps Issue

Discussion in 'Mod Support' started by BrynCoops, Mar 20, 2020.

  1. BrynCoops

    BrynCoops
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    Having an issue where my glowmaps aren't showing for a custom set of lights I've made.
    They're supposed to flash when using the left and right signal, and the spotlights do flash so I know that they're somewhat working, but the glowmaps don't flash up.
    It's not throwing any errors for incorrect code or missing materials, and I've scoured the code several times and can't find anything majorly wrong.

    I've attached the specific .jbeam and materials.json in a zip, maybe someone can take a look at it and tell me what I've done wrong because I'm completely lost on this one.

    EDIT:
    I've removed the specific .jbeam and materials.json because the issue has been solved.
     
    #1 BrynCoops, Mar 20, 2020
    Last edited: Mar 22, 2020
  2. Blijo

    Blijo
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    Are the lights themselves mapped to "pessima_jap_taxi_roofsignal_r" and "pessima_jap_taxi_roofsignal_l"?
     
  3. BrynCoops

    BrynCoops
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    Would that be on a second UV channel?
    They’re both mapped to the same “pessima_jap_taxi_roofsignals” texture atm.
     
  4. Blijo

    Blijo
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    no, just to the material
     
  5. BrynCoops

    BrynCoops
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    Fixed it.
    Glow Maps work as intended, the lights weren't mapped to the correct materials.
    Never thought that the actual .dae would be the problem. Something I completely glazed over when double checking everything.

    As I understand; the materials I assigned in blender merely act as a parent, or a switch, for the 'on' and 'off' stages.
    Where neither 'on' or 'off' are physically mapped until called for by the parent when a certain function is toggled.
     
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