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Brighten shader


JustinMTA

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I'm trying to brighten the tail lights on the custom infernus I made using a shaders, I know it's possible in modeling programs but I haven't figured that out yet.

Here's the .fx file I'm using:

texture gTexture;

technique vPaintjob
{
    pass P0
    {
        Texture[0] = gTexture;
    }
}

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Thanks xD

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18 minutes ago, WorthlessCynomys said:

You don't even need the modeling programs. Get TXD Workshop, open the .txd file of the infernus and then you can extract the taillight texture in PNG, BMP, TGA formats. You can edit that and put it back in the TXD file. Using that TXD will result in a brighter light if you do it so. 

I built this infernus, I've got TXD workshop.
The actual image in the TXD file is bright as possible.
I'm just asking if anyone knows how to disable the shadows on the material basically..
Or how to brighten the actual tail lights in some sort of efficient way.
Here's an example screenshot, look at the car and how bright it is..
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Just now, WorthlessCynomys said:

Now your lights are actually transparent. I can't help you with the shader thingy. 

-____-
I know they're transparent, look at the car, if you can't help fine.
I'm asking if SOMEONE knows how to modify the .fx to brighten the image..
ThanksxD

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I managed to do in zModeler after some extensive research.
Here's a sneak preview of a small portion of my infernus project for the X5 server ;)
I'm playing around with it still, but a person can imagine the possibilities..
Will have the ability to change colors, add/remove light orbs, adjust light orbs position.
Light orbs will appear and tail lights will brighten as a player's using the breaks.
Maybe the first time it's been done? idk
But I had to rebuild the tail lights completely to do this, and managed to make them much more efficient at the same time considering the UV mapping is for specifically tail lights now instead of including a bunch of useless crap in the tail light texture.
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Edited by JustinMTA
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