Vertex colors
Vertex color channel
R= control ambient occlusion of the model during night, most (except for night lights) will have it topped to 255 so it gets very dark at nightG= Artificial light, topping this to 255 will give a self emissive power to the object. Used for objects near to lamposts or light sources to simulate ambiental lightning
B= Moonlight illumination, how much the object reflects of the moonlight. Rockstar uses this at very frequent situations to avoid a fully dark atmosphere
Painting leaves using shaders for tree or with _um param. (these shaders will make object move on wind):
RED - every part painted on red will move on wind
GREEN - every part painted on green will not move on wind
Illum channel
Black (0, 0, 0): Texture slot1
Blue (0, 0, 255): Texture slot2
Green (0, 255, 0): Texture slot3
Light Blue(0, 255, 255): Texture slot4
Black (0, 0, 0): Texture slot1
Blue (0, 0, 255): Texture slot2
Green (0, 255, 0): Texture slot3
Light Blue(0, 255, 255): Texture slot4
Alpha channel
Green - makes lookup visible
Red - makes illumination color visible
Green - makes lookup visible
Red - makes illumination color visible
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