Learning curve
I agree it's refreshing and well worth the learning curve.
The SDK indicated that emmisive maps (nightime textures) need a lua script:
"Emissive Map= Map that defines areas of the textured material that will illuminate. Intensity of the illumination can be adjusted through scripting."
I've been experimenting with different metallic and albedo textures and modified the F-16C scripts for emmisive maps that work on lights being toggled to emmisive maps that show up at night.
I've included it below if it's of any use to anyone. I dont know if the lua syntax is correct, but it's working.
The emmisive scale needs to be adjusted from 0.0 t0 1.0 to suit your texture and model and it is added in the normal manner.
<-------------------------------------------------------------->
!lua
if varget("E:TIME OF DAY", "enum") == 3 then
varset("T:EmissiveTexture", "string", "Wings_LM.dds")
varset("T:EmissiveScale", "number", 0.03)
else
varset("T:EmissiveTexture", "string", "")
end
<-------------------------------------------------------------->
Where I am struggling is with glass, especially cockpit glass.
I'm wondering if a lua script might also be a way to go.
Dino's glass on his PBR model shown above looks to have preety good cockpit glass.
Could you share your recipe Dino?
Best wishes