I've currently been working on a clear taillight mod for the etk i series, thanks to some help from others, I've managed to replace the textures and get them loaded on the car like so: Now, it all looks great imo, but the texture didn't illuminate when the vehicle lights were turned on. By deconstructing a clear taillight mod for the bastion I saw that I need to use glowmaps to make the textures illuminate. I managed to get something working, but it's definitely not right.. The taillight's illumination is visible, but it stays as a constant. It also flashes both sides when using indicators. Clearly I've done something right and also done a lot wrong, any help figuring out what those things are would be amazing. Below I've attached the mod so you can check it out yourself Any help would be amazing, thank you all!!
Hey I took a quick look to this. Glowmaps are incomplete, actually they are severely lacking but it's alright, we all have started somewhere. So a glowmap works like this, let's take as an example the one you did. "etki_taillight_clear":{"simpleFunction":{"brakelight_signal_R":1.0}, "off":"etki_lights", "on":"etki_lights_on", "on_intense":"etki_lights_on_intense"} First is the name of the texture that is gonna be affected by the glowmap. Every mesh that is textured by "etki_taillight_clear" is gonna be affected. The simpleFunction is the condition under which the glowmap "on" and "on intense" stages are going to be activated. You listed "brakelight_signal_R" (which is new to me, I've always either seen "brakelight" or "signal_R" separately, so I don't even know how that works, probably it treats both functions equally?). Let's just assume for ease of explaining that it's only "signal_R". It means that the glow status will be activated once your right indicators are on. The value you see determines how they are going to glow. Values <0.50 will activate the "on" stage, values >0.50 will activate the "on intense" stage. You usually give a 0.49 value to every function for double stage lights. This is very useful when taillights and brakelights are in the same place but need to glow more when you break (breaking with the lights off will give a value of 0.49 and the on stage will activate. If you have the lights on there is already a value of 0.49 in place so the on status is already there, braking in this case will add another 0.49 getting to 0.98 and thus activating the on intense stage. A value of 100 will activate directly the on intense stage). The remaining part is specifying what textures to use under any circumstance, i.e. what texture does "off" have to use, what "on" needs to use etc... These have to be all described in the materials.json file. This is a quick explaination. This needs to be done for the taillights, brakelights (in case these first two are not together), signal_L, signal_R and reverselights with a line for each one. To understand and have a good reference, navigate to the vanilla glowmap, not mods. Modders are very messy at times. The glowmap is in "content/vehicles/car_name.zip/vehicles/car_name/car_name.jbeam". Hope this helps