Lightbox color

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TNS_GaMeR
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Lightbox color

#1 Post by TNS_GaMeR » 08 May 2025 07:41

Hi guys, does anyone know how to change the color of the lightbox ? I managed to create one but the lighting remains white and when I look at some modding, I don't see how they do it.

Am using a lamp material, white a texture tga and lightmax tga.

[ external image ]
[ external image ]

As you can see it's only to make a test :lol: :lol:
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Jaymzarf
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Re: Lightbox color

#2 Post by Jaymzarf » 08 May 2025 11:53

Hi @TNS_GaMeR

When using the lamp material/shader, the glow color is defined depending on the function assignment (selecting the appropriate UV tile for the light mask texture according to the SCS lamp system described in the MODDING WIKI
You get a white light color because the UV mapping of the light mask is probably set to the first or second tile (UV0/UV1 - front left/right) which forces the color of the front position lights, which in ETS is white. Assuming that the light mask in your case is the alpha channel.

To get any color of light, use another shader, you have several to choose from: dif.lum, dif.spec.lum, light.tex, lighmap.night, unlit.tex and unlit.vcol.tex. The operation of individual shaders is also described in the SCS Modding WIki.
In such cases, I usually use the dif.lum or dif.spec.lum shader if I want the graphic visible normally during the day to be illuminated at night. The base texture gives the glow color, and its alpha channel defines the brightness of the light. Additionally, you can set the brightness of the backlight in the shader attributes "Luminance Output (day/Night) where the upper value corresponds to the brightness of the light at night (I unusually set the value in the range of -0.5 to -0.75).

You just have to assign the appropriate attributes to the object in Blender and/or in the definition file, depending on when the light should turn on - whether always after turning on the electrics in the truck, or after turning on the lights.

When I get home, I will make a few screenshots from Blender of my models and settings.


Sorry for the spelling - I use a translator
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Re: Lightbox color

#3 Post by TNS_GaMeR » 08 May 2025 12:39

Thanks for your reply @Jaymzarf ! I'll look into it, but if you can send me some screenshots when you get back that would be great!
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Jaymzarf
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Re: Lightbox color

#4 Post by Jaymzarf » 08 May 2025 14:41

Quickly one of the possibilities I use.

The model consists of 2 identical planes. In the example: "base_color" - what is visible during the day and without backlighting; "light_1" - the plane of what is to be light, moved forward by about 0.25mm - (you have to check in the game if this is enough in your model, you may have a situation when textures will overlap when viewed from different angles in the game, then you increase the distance between planes)

All settings such as SCS Parts, SCS Variants, materials are in the screenshots.
The texture is common to both materials, but the alpha channel means that only the inscription will be backlit with a delicate illuminated shadow without an arrow visible under the text during e.g. the day.
This SCS_game_object setting causes the backlighting of the inscription to turn on together with the truck's positional lighting.
1.jpg
1mat_set.jpg

In the screenshot, the view is from Blender, so in the game it will look more like a glowing inscription at night and graphics during the day.
d_n.jpg
There are many options for making, and several ways of working the light, this one is one of the simplest. I recommend looking at models from the game, e.g. illuminated boards mounted on the rear wall in the cabin, and experimenting - that's how I learned everything without having any knowledge of these topics at the beginning.

In my mods, you will also find a few solutions used to illuminate various elements.

Using different combinations of textures and shaders, you can achieve such an effect that, for example, the decal will look like this:
ets2_20240525_040704_00.jpg
ets2_20240603_121454_00.jpg
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fabbromix
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Re: Lightbox color

#5 Post by fabbromix » 25 May 2025 16:45

Dear Jaymzarf, thank you very much for the explanations, I would like to ask you if it is possible could you create a video on the various steps to be performed?
I tried as you are telling us but I find some obstacles.

The problem is that I can't figure out how to set up:

The second requirement for vehicle lights to work correctly is to use a separate UV layer for the lamp mask texture and proper tile offset of the mappings. Tiling is applied on the right side of the texture in the following order:

0-original texture - front left side of vehicle
1-first texture tile - front right side of vehicle
2-second texture tile - rear left side of vehicle
3-third texture tile - rear right side of vehicle
4-fourth texture tile - middle of vehicle and DRL


Thank you.
------------------------------
Polska:
Drogi Jaymzarf, dziękuję bardzo za wyjaśnienia, chciałbym zapytać, czy mógłbyś stworzyć film o różnych krokach, które należy wykonać?
Próbowałem tak, jak nam powiedziałeś, ale napotykam pewne przeszkody.

Dziękuję.
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Jaymzarf
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Re: Lightbox color

#6 Post by Jaymzarf » 26 May 2025 19:07

@fabbromix I'm glad that I helped in some way

Creating a video tutorial - unfortunately it's not possible for various reasons.

Regarding the lamp system, I didn't fully understand what your problem is.

Based on my own experiences and the problems I encountered when trying to understand this system, I'll show you a few screenshots from Blender, which I hope will help you solve your problems.

Light mask texture, UV system and proper tile mapping:
light_mask.jpg
uv_maps_shader_setup.jpg
uv_tile_blender.jpg
uv_tile_set.jpg
I think this should help you understand this topic, these were the things that personally caused me the most difficulty in understanding how they work and I had to spend some time to understand it (at that time, despite my age, I didn't have any knowledge in these topics, I had just started to understand what a UV mesh, texture is... these were the beginnings of my adventure with Blender, modding).

If you have any more questions, you have to be more specific so that I can help you more precisely.
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fabbromix
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Re: Lightbox color

#7 Post by fabbromix » 27 May 2025 06:57

Thanks a lot Friend, I will try as you posted the screenshots.
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Re: Lightbox color

#8 Post by fabbromix » 08 Jun 2025 14:50

Friend Jaymzarf, if possible could you make some screenshots on how to set the rear lights (parking lights, arrows, reverse, etc.) so we can understand the procedures?

Thanks to you I managed to create a luminous writing....Thanks!!!
Photo:
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Jaymzarf
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Re: Lightbox color

#9 Post by Jaymzarf » 09 Jun 2025 00:44

@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
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fabbromix
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Re: Lightbox color

#10 Post by fabbromix » 09 Jun 2025 19:53

Ok, Perfect.
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