@fabbromix i didn't quite understand what you mean, what exactly do I have to show or explain. Setting the lamp function is basically clicking the appropriate button (assuming that the model, textures and their UV meshes have been done correctly).
A few posts above I added screenshots that show the principle of operation of the lamp system, using as an example the light mask texture of the rear lamps.
Mask texture: \\vehicle\share\models\accessory\lights\square_01_lamp_mask.dds
Base texture of these lamps (not included in the previous post on screenshots): \\vehicle\share\models\accessory\lights\square_01.dds"
These textures are used, among others, for the rear square lamps, e.g. in the "Exclusive" bumper in the SCS BOX trailer \\vehicle\trailer_owned\scs_box\accessory\r_bumper\rear_bump_paint.pmd
I recommend importing the model to Blender, turning off the visibility of all elements except the lamps, and seeing "How they did it".
A quick example: You want a given part of the lamp to work as a left rear turn signal. From the table
Modding WIki - Lamp System it results that the second UV tile is responsible for the left side of the rear of the vehicle. The function (lighting) of the indicator is the
red color channel R of the light mask texture. In edit mode (Blender) you select the part of the model that is to be the indicator, in the "Lamp UV Tool" tool you click the "Rear left" button and the selected mesh of the selected part of the model that is to be the indicator is moved to the appropriate tile - in this case UV tile 2.
That is, the expanded mesh of the model that is to be the left indicator (e.g. UV_1 -
which is not a tile designation but the name of the layer of the expanded mesh of the model) set on the mask texture in the place where the red graphic is made, after clicking the button on the "Lamp UV Tool" panel will be moved to the right to tile number 2 corresponding for the correct operation of the lamp placed at the back on the left side.
To obtain the reversing lamp function, you place the UV_1 mesh of the model over the part of the mask texture where you created the appropriate graphic using the
blue color. All that is left is to click the button on the "Lamp UV Tool" panel to specify which part of the vehicle this part of the model is to be assigned to (if you leave it on tile 0, the lamp will work as a front low beam, selecting tile number 4 - it will work as a DRL light).
I skipped the stage of developing the UV mesh of the model, setting the material attributes, creating the appropriate textures (base, light mask), etc. This is basic knowledge without which there is no point in trying to understand the Lamp UV Tool.
Creating a detailed guide: I do not consider myself competent for this, I do not have the appropriate knowledge to do something like this well.
If you ask about something specific - if I know something about the topic, I will be happy to help.
Best regards