Hello @Kloot!Kloot wrote:Neither, gajop's copypasta snippet directly kills the default emission texture (as it should) for me on Core Platform.Is [DOES NOTHING] by design or just an oversight?
Which map(s) are you using to test this?
Great to hear it works for you, perhaps something is off on my side. I test it on "Incandescence 2" map, although map is unpacked in SDD and I edit a gadget in LuaRules folder.
I have cleaned up gadget a bit here:
https://hastebin.com/openufiyaj.lua
It effectively does nothing for me (no visible emission map changes).
If I change the part of code to
Code: Select all
if gl.Texture("white4k.png") then
Spring.SetMapShadingTexture("$ssmf_emission", "white4k.png")
end
if gl.Texture(ssmfEmissionTexNew) then
--Spring.SetMapShadingTexture("$ssmf_emission", ssmfEmissionTexNew)
Spring.Echo(ssmfEmissionTexNew)
end
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Spring.SetMapShadingTexture("$ssmf_emission", ssmfEmissionTexNew)