Thats what I've already achieved. But what I need is only an EmisMap which, if it would have 'EmisBright' set to '0', would be dark, even in a reachable light source. I want to make an spaceship interior which isn't affected by any external light sources like stars.could you please rephrase this? what would you like to achieve?
If you declare for a material with texture "SHW-diff.dds" in the .sml file:then you should have the textures slightly glow in the dark. With EmisColor you could correct the emission color.Code: Select allDiffMap "modules/SHW-diff.*" EmisMap "modules/SHW-diff.*" EmisBright 0.2
Would not a pure black diffusion bitmap with a "lit" emission bitmap achieve this? Haven't tried it myself, but it seems like it would work. And I think the only way it would work at the moment, as no parts of any ships cast shadows at this point.Thats what I've already achieved. But what I need is only an EmisMap which, if it would have 'EmisBright' set to '0', would be dark, even in a reachable light source. I want to make an spaceship interior which isn't affected by any external light sources like stars.
I'm sorry, I can not help you furthermore because I can currently only work with an older SE version (0.971).
That's right, but at this point useless for me. I guess I'll have to wait for shadow maps in the spacecraft shader. Thanks for response, Mosfet and Alex!Would not a pure black diffusion bitmap with a "lit" emission bitmap achieve this? Haven't tried it myself, but it seems like it would work. And I think the only way it would work at the moment, as no parts of any ships cast shadows at this point.
-Alex
oh, ok. thank you for the help anyway. I'll do what I can.
http://spaceengine.org/manual/making-ad ... ing-a-dso/How do I make a mod for an open cluster?
This thing still rattles around my brain... do you mind if I ask why it is not possible at this time? If the ship is already in Space Engine, then the textures are readily available for editing. What am I missing?That's right, but at this point useless for me. I guess I'll have to wait for shadow maps in the spacecraft shader. Thanks for response, Mosfet and Alex!Would not a pure black diffusion bitmap with a "lit" emission bitmap achieve this? Haven't tried it myself, but it seems like it would work. And I think the only way it would work at the moment, as no parts of any ships cast shadows at this point.
-Alex
First of all, try to replace the curvy quotes with normalones >_>Done everything correctly in my view. The cluster will not show in the game. Help?
It would only work with pure black textures (correct me if I'm wrong) and it's not the result I would like to achieve.This thing still rattles around my brain... do you mind if I ask why it is not possible at this time? If the ship is already in Space Engine, then the textures are readily available for editing. What am I missing?
-Alex
You will in effect transfer the texture to the emission map. This will have the effect of making the object permanently "lit" yet unaffected by external lighting such as stars or planetshine. I believe this is exactly the effect you are looking for.It would only work with pure black textures (correct me if I'm wrong) and it's not the result I would like to achieve.This thing still rattles around my brain... do you mind if I ask why it is not possible at this time? If the ship is already in Space Engine, then the textures are readily available for editing. What am I missing?
-Alex