ALS technical notes: Difference between revisions

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=== Lightmaps for internal cockpit reflection ===
=== Lightmaps for internal cockpit reflection ===
If the cockpit is illuminated at night, the reflection map will not show this change by default. However,the glass effect supports a lightmap for the reflection, which can be used in parallel with the lightmap for the panels to show the reflection of a lit panel at night.
Since the reflection map is a cube map, the lightmap for it has to be as well, the syntax is hence
<syntaxhighlight lang="xml">
<use-reflection-lightmap type="int">1</use-reflection-lightmap>
<texture n="4">
    <type>cubemap</type>
    <images>
          <positive-x>Models/Effects/interior/reflection/light-px.png</positive-x>   
          <negative-x>Models/Effects/interior/reflection/light-nx</negative-x> 
          <positive-y>Models/Effects/interior/reflection/light-py.png</positive-y>   
          <negative-y>Models/Effects/interior/reflection/light-ny.png</negative-y>   
          <positive-z>Models/Effects/interior/reflection/light-pz.png</positive-z>     
          <negative-z>Models/Effects/interior/reflection/light-nz.png</negative-z>     
      </images>
</texture>
</syntaxhighlight>
The control parameters of the lightmap otherwise parallel those of the [[Model-combined_effect]] or the model interior effect described below, i.e. up to four channels can be independently specified on the lightmap.


=== Troubleshooting ===
=== Troubleshooting ===
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