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    Nightlighting in GMAX for objects and windows.


    Timmystwin

    This is slightly more advanced than the other one, and requires iLives reader (HERE) and basic knowledge of it to do it quickly. Possible for a complete novice, just a little confusing. <br />
    A basic understanding of GMAX is also needed, but i doubt nightlights would be on the menu if you didnt have that.<br />
    <br />
    1. Create your scene. Day only, No nightlights.<br />
    2. Create one spotlight, name it nitelite_spot01 and turn it off. (You can put nite- in front of any objects name, and it will only appear at night, but a light is best.)<br />
    3. Double check that you have NO night-lit windows (press h and search for "nite_ or nitelite_")<br />
    4. Do the render as normal.<br />
    5 Remove the .sc4model file from your plugins. Move it to your desktop, or somewhere you can find it.<br />
    6. Open up your day scene. Modify it to Create your Night Scene. Here you can do normal BAT nightlights, or you can use the following method:<br />
    6.1 Go into the material navigator, and press on new. Go to bitmap and open the file that you want it to look like, a drawn window for instance. Apply that material to your object. The links below are good for textures though. You can skip the next step now. Windows textures<br />
    6.2. Click the box next to the diffuse color, (I dont usually do this step)and navigate to a trunite map. Leave the color at a lighter gray.<br />
    6.3. Click the box next to the "Self-illumination" box, and find the same texture you used for diffuse. Set the self-illumination to 100 (Or lower if you want. 70-100 is good. You can also control the brightness with the diffuse color. <br />
    6.4. Apply to your night windows. Use the UVW Map modifier to make it fit into your window. Generally the maps will fit into a 1.5-2m wide by 4m tall window perfectly.(Doesnt have to be a window, be creative) (Or edit the texture or other such stuff)<br />
    6.5. Do a test preview. Medium quality is good. You will still be looking at the Night render in BAT.<br />
    6.6. If you like what you see, go to step 7. If you want to 'spice it up, continue reading)<br />
    6.7. You can also change the geometry around, so long as it fits within the same LOD, and it remains basically the same shape. So you can take down things that appear in daytime , but maybe not nighttime. <br />
    <br />
    7. Proceed to Export your new night scene. No need to rename it, as we want the night FSH iid's to be the same. Be sure your day scene was removed from your plugins folder<br />
    8. once finished, open up your day scene in Reader. (download link above)<br />
    9. Go to Filter (Blue). Uncheck everything (Red) , and choose the FSH Texture (Yellow arrow). Click refresh.(Green.)<br />
    tutorialpic2y.jpg<br />
    EDIT, some people found all this confusing, so here is a pic.<br />
    10. Click the instance tab (Blue in pic below)to get the instance numbers in order numerically. <br />
    11. This is where things get tricky. <br />
    <br />
    Find all Instance IID's that have an 8 in the middle. For example:<br />
    <br />
    000f8000. This is the starting night light FSH instance ID for the Campbell Mithun Insurance buiding. The last one is 000f843d.<br />
    <br />
    Drag select all of the FSH Files with the 8 in the middle like that, and remove it. Carefully do this, because if you remove one of the DAY FSH files, your model will not appear right in the game. <br />
    <br />
    12. Open your Night scene in a brand new Reader. Select all of the FSH Files with the 8 in it using the method explained above, and right click, copy files (Green). Then go into your other Reader, the day scene. Delete the files with the 8 in here, and ONLY them (Red) and paste, after right clicking(Green), your Files in there. You should now have your night windows from your night scene, in your day scene. We do this, because self - illumination works in the day as well. <br />
    tutorialpic1.jpg<br />
    <br />
    <br />
    Remember to save! Put your day render into your plugins, and remove the night render. Test it in game, remember that if you make it a landmark or building it needs power to show nightlights!<br />
    <br />
    That should be it. Hope you do understand it, and dont hesitate in asking me questions. Im often found in live chat, and if that fails PM me. (May be a slight wait on the reply, but it will come.)<br />
    <br />
    Timmystwin.<br />
    <br />
    This is my own heavily edited version. However, I give Credit to Swat Medic Jakemd, who made this article originally, which allowed me work out how to do it and produce this edited version.


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    Guest

    Posted

    It seems that you figred out how to do trunite for gmax. Seems like a lot of manual modding work but it can get great results.

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    Jasoncw

    Posted

    The references to TruNite are a misunderstanding of what TruNite is. This is a tutorial which lets you use self illuminated materials for your nitelites, which can be done independently of whether or not night is TruNite.

    But still this is a really good tutorial for overcoming gmax's nitelite limitations. Normal nitemaps can pass if the windows are small, but if the windows are big it looks horrible and in the past there wasn't anything that could be done about it.

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    Halen Of Dania

    Posted

    nice tutorial here timmy 5/5 and kudos to you :P

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    lloyd9997

    Posted

    sir what is the use of iLives here? can i use gmax exported file directly into my lot editor? :D

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    BIWDC

    Posted

    Excellent Tutorial ^_^

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