I made the dashboard warninglights for the Mercedes W202. However, in real life these Mercedes' don't have icons that light up but the entire box lights up with the icon in it. So I tried replicating this. However, the texture I made by modifying the decals_gauges.dds file from the game doesn't have a working Alpha.. I tried DXT1, DXT3 and DXT5, none of them get it done.. Also it doesn't actually glow up, it just shows up, how do I get it to glow up?
Not sure if I understood correctly. Basically the 'off' ones should be invisible? If so, why don't you just make a fully transparent texture (and material) that the game uses for the 'off' state?
I inverted the alpha. so not the icon, but the area around it should show. however, the game does not see the alpha for some reason and the glow is gone.
Sorry, but I need to figure out what you want to achieve yet By inverting the alpha, you are basically making the actual icon transparent, and the background (previously transparent), visible. Or something on that line. By the way, in your screenshot it shows orange, which is probably a 'NO TEXTURE' thing, meaning the game is probably not evening finding that texture. What your console/log says?
exactly! That is what I want. because the entire "box" lights up on these cars I am confident in saying that it is not, notice the red part in the right of the picture where it previously said BRAKE. Also, I tried the multiple dds types and one of them showed the alpha printed in black, so I saw the exclamationmark. (!) The orange texture is definetly not the issue. I PM'ed you the files.
Funky. Not sure how useful those would be in reality, if they are all just boxes with no visible icons? I will take a look at the files.
To start, your materials.cs is very, very messy. A lot of random materials that you don't use. I suggest to clean it up before starting. The console won't help you if your error is buried in 80 other errors related to them. It took me way to long to figure this out due the messy materials.cs 1) In your Jbeam you are indicating directly the texture to use. That will bypass any material option, such as 'glow' and etc. Instead of writing your texture path in the Jbeam, write a new material (name it how you want). Note that I haven't changed the 'lowbeam' one, as it's being used also for your dashboard background (You probably named that mesh material 'lowbeam'?) Then create the material in your materials.cs. I took the one official vehicle uses (decals_gauge in common/materials.cs). VoilĂ . You need that, as your texture contains transparency. If you don't indicate in the material that the thing is trasparent (traslucency in the materials.cs), the game will not work with the alpha-channel. You can now continue from there pretty much.