Thank you for the kind words and input. Come back and Endorse if you want to see more. That goes for all of your other favorite Mod Authors. It's like a big thank you for hours of work
Thanks I'll look into it. the texture is fine its most likely a setting in the material file for the sports car. I should have it fixed today.
edit: I ran around the game before doing anything to the files and came up clean on my end. I'm not saying your wrong on the subject but I need more info like a screenshot of your map/location so I can see the same car.
Edit2: even though I could not find anything wrong try the fix I put up in updates section. hope I here back from you.
Installed update and all appears good now. That car is on the highway overpass next to "Cambridge Construction Site" - the location filled with Super Mutants.
I could learn a lot from them just by "copying" through their varied work around glow maps (a long time ago it was forbidden in my school to copy from the neighbor).
And so I was able to light up the face and lettering "Concord" of the Street Clock in Concord, which was not yet included in their mod offering. I used emittance multiplier 0.50000.
Thanks!
Spoiler:
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PS.: I will personally adjust some Emittance Multipliers for myself, since 0.15 produces almost invisible light.
In terms of applying Emittance to certain levels is to accommodate for enb's or reshade's and to keep things close to what you would see in real life. If you were to put darker nights on you would see that 0.15 ain't as week as you think lol. I do understand that everyone has their own tastes also and I respect that. But looking at this photo I'd say the clock at 0.35 would be perfect and would show more detail. One thing I noticed while making these mods is that the higher you go the more fake looking it gets. That being said if anyone that has a little patience with adding texture work you could make something even better. In general I try to keep things that would reflect like the cones and vehicles between 015 and 0.20, for Misc exterior clocks etc 0.15 to 0.40 and interior 0.35 to 0.50
What was changed? I just installed this like three days ago, and I even (accidentally) posted a pic of the illuminated auto-cart on your other mod page (taken inside the Hagen Hanger). I thought it was just the autos, but I see the main file has also been updated. Very happy with it, BTW. I am working on a mod using that cart and I will make sure it uses the original textures so your changes carry-over.
*EDIT: BTW, real-world clocks (and other things that had numbers on their faces, like telephones) actually used radioactive material to illuminate their numbers. I forget what they used, but in the 60's they switched-over to a less-rare element to do the same thing, and now I don't think its done at all anymore (because LED tech has come so far they just use actual illumination). Anyhow, it would be nice to see those clocks and phones illuminated like I had as a kid (watches used this too - imagine walking around with radioactive material ON YOUR WRIST all day!) EDIT2: I use Luxor's clock texture (the steampunk/Victorian one) for the big stand-up clocks in-game, which illuminates the face of those. I was just talking about the various wall and table clocks found in the game). Hmph... I was going to link it, but it seems he has taken it down.
Oh shoot sorry about that. So the Vehicles is the update but wanted to keep it separate from the other files until 100% done. So I updated the main files to avoid version mismatch in peoples mod installers. Because people don't like that ;)
As for your mod you only need the material folder and anything that ends in _g.dds
I'll be adding a snap-point to it to make it work with the Creative Clutter mod's workbenches. I plan to make at least three stand-alone benches that use that mod's (and the one that comes with AE) to be able to have their own, separate benches. I will have to reduce the size to about 97%, and alter the mesh with the snap-point, but the rest should still work perfectly fine.
And thank you for your quick response. Cheers
EDIT: (in response to your edit LOL) - in the RW, only the numbers were illuminated, but you can try both both; whatever works for you.
ReReEdit: I moved your photo over here feel free to reupload if you want. As for the numbers only I'll try but if it's too pixelated I might have to use some wizardry
Anyway, thanks for doing these. I did, however, find some machinery with gauges you missed - the industrial farm stuff, like those machines at Graygarden. I took a pic, but I didn't like that it was raining so I cleared the weather, but by doing that, everything became bright out again, and the whole reason I even noticed it was because it was dark. LOL
This was a monumental pain in the A$$ lol Long story short you have to use the texture it comes with. I also cleaned it up a bit looks good in game. Fixed 4k Clocks that wasn't intended lol
I think those large three circles are also supposed to light, but the way I think its meant to be is more like a traffic light - three colors, and NOT all at once, so without some animation I doubt that's doable (random blinking lights a'la Original series Star Trek? LOL) Maybe just dirty/colored and slightly reflective? Having (briefly) worked in a factory once, a LONG time ago, they had warning lights like that, to let you know the machine was either operating or about to start, very much like a traffic light. Cheers
I had them lit up while I was working on the machine consoles but found that they clashed with other machine parts that for some dumb reason they put over the said 3 big lights. This whole addition was a complete nightmare from the 300+ meshes I had to sift through down to one of the worst textures I have ever seen.
Don't they lose the cubemap? I remember Glow Map can't be used together with Environment Map on a same mesh in Fallout 4. If you don't split the mesh, they will lose Environment Mapping.
Very true. But when everything is rusty it does not leave a lot of room for reflections. In fact in a big portion of my mods I noticed they were absent of Environment Maps. And the ones that did really didn't add a whole lot. This is why I didn't touch the Institute because that place thrives on Environment Mapping. I am also working on the Vehicles as we speak but won't touch anything Pre-War because new shiny paint why ruin it lol
Really enjoy your Illuminated Consoles so this comes as a most welcomed surprise. Pontification: A good artist may use a great many things to create; a great artist needs only one. More rambling: Art is all about the use of light. You, dms1028, do both.
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Rad Barrels illuminated
Street Clocks illuminated
The rest of the illumination Series
illuminated AIO - Let there be light edition
Road Signs Illuminated
Updated to latest version (packed) and discovered one model of car has some sort of texture issue? Turned mod off and problem is gone.
edit: I ran around the game before doing anything to the files and came up clean on my end. I'm not saying your wrong on the subject but I need more info like a screenshot of your map/location so I can see the same car.
Edit2: even though I could not find anything wrong try the fix I put up in updates section. hope I here back from you.
Thanks for the fix! Love the mods!
And so I was able to light up the face and lettering "Concord" of the Street Clock in Concord, which was not yet included in their mod offering. I used emittance multiplier 0.50000.
Thanks!
PS.: I will personally adjust some Emittance Multipliers for myself, since 0.15 produces almost invisible light.
The cones were of course set way too high at 0.8 and I set them and the StreetClock (0.5) to your suggested 0.35. Serves its purpose well.
Thanks!
Very happy with it, BTW. I am working on a mod using that cart and I will make sure it uses the original textures so your changes carry-over.
*EDIT: BTW, real-world clocks (and other things that had numbers on their faces, like telephones) actually used radioactive material to illuminate their numbers. I forget what they used, but in the 60's they switched-over to a less-rare element to do the same thing, and now I don't think its done at all anymore (because LED tech has come so far they just use actual illumination). Anyhow, it would be nice to see those clocks and phones illuminated like I had as a kid (watches used this too - imagine walking around with radioactive material ON YOUR WRIST all day!)
EDIT2: I use Luxor's clock texture (the steampunk/Victorian one) for the big stand-up clocks in-game, which illuminates the face of those. I was just talking about the various wall and table clocks found in the game). Hmph... I was going to link it, but it seems he has taken it down.
As for your mod you only need the material folder and anything that ends in _g.dds
And thank you for your quick response. Cheers
EDIT: (in response to your edit LOL) - in the RW, only the numbers were illuminated, but you can try both both; whatever works for you.
Anyway, thanks for doing these. I did, however, find some machinery with gauges you missed - the industrial farm stuff, like those machines at Graygarden. I took a pic, but I didn't like that it was raining so I cleared the weather, but by doing that, everything became bright out again, and the whole reason I even noticed it was because it was dark. LOL
Having (briefly) worked in a factory once, a LONG time ago, they had warning lights like that, to let you know the machine was either operating or about to start, very much like a traffic light. Cheers
Could some lights flicker and possibly also be a source of atmospheric light?
I remember Glow Map can't be used together with Environment Map on a same mesh in Fallout 4.
If you don't split the mesh, they will lose Environment Mapping.
maybe car lights next?
Thank you for these.
Pontification: A good artist may use a great many things to create; a great artist needs only one.
More rambling: Art is all about the use of light.
You, dms1028, do both.