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Light Texture Plugin

Plugins + Scripts Light Texture Plugin

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i hope you figure out the point light support. I would like to try to recreate this discoball effect without using paid materials. It also used a cookie so it seems like it would be doable.
 
lfe updated Light Texture Plugin with a new update entry:

Point light support

If you have some Cube Map textures lying around (these are sort of like skybox style textures) then you can add these textures to a point light that shines in all directions.

You can even add a 1:1 ratio texture to a Point light - it may not look right but it will just repeat that texture on the light in all directions. Seams will be a problem but if your light texture is something like a starfield that is a tileable texture...

Read the rest of this update entry...
 
How do I get rid of the light line or whatever out on the edges? Add black to sides doesn't seem to get rid of it.
 
How do I get rid of the light line or whatever out on the edges? Add black to sides doesn't seem to get rid of it.
I have run into the same issue and have not found a solution to that either.
 
Apologies for the interruption
I've got an invisible light in my scene that uses your plugin and loads a local JPEG image, but it's set Light off by default and needs a button to trigger it.

Everything works as it should when I run it locally.
However, when other users run my packaged var file, the texture doesn't load correctly.
One of the users sent me the following error code:

Code:
!> System.Exception: Path Custom/Atom/InvisibleLight/Textures/CGen1_002gb-lines-scale-2_00x.jpg not found
  at MVR.FileManagement.FileManager.ReadAllBytes (System.String path, Boolean restrictPath) [0x00000] in <filename unknown>:0
  at MVR.FileManagementSecure.FileManagerSecure.ReadAllBytes (System.String path) [0x00000] in <filename unknown>:0
  at LFE.LightTexture.SetTexture (System.String path) [0x00000] in <filename unknown>:0
  at LFE.LightTexture.<Init>m__7 (System.String path) [0x00000] in <filename unknown>:0



I've checked the scene JSON file and the texture path looks fine like this:

Code:
"id" : "plugin#0_LFE.LightTexture",
               "Grayscale To Alpha" : "true",
               "Add Black Border" : "true",
               "Brightness" : "-0.2703971",
               "Light Texture" : "SELF:/Custom/Atom/InvisibleLight/Textures/underwater.jpg"



I've tried changing the file name or changing it to a png mapping but it doesn't solve the problem.
After a bit of trial and error, I finally found a way to make it work.
  • First save the invisible light atom as a vap preset (Have already configured it with your plugin)
  • Then use LogicBricks to automatically load this preset when the scene is loaded
  • After packing the var file, edit the vap preset file, change the plugin texture map path and change the 'SELF' character to the name of my package.

Once I've done that, the problem is solved!

Code:
SELF:/Custom/Atom/InvisibleLight/Textures/underwater.jpg
Into this
Code:
SupperGR.Slut_Showroom_Personal_v3_1_test.1:/Custom/Atom/InvisibleLight/Textures/underwater.jpg


I'm a big fan of your plugin! Do you know of any other solutions for this?
 
Apologies for the interruption
I've got an invisible light in my scene that uses your plugin and loads a local JPEG image, but it's set Light off by default and needs a button to trigger it.

Everything works as it should when I run it locally.
However, when other users run my packaged var file, the texture doesn't load correctly.
One of the users sent me the following error code:

Code:
!> System.Exception: Path Custom/Atom/InvisibleLight/Textures/CGen1_002gb-lines-scale-2_00x.jpg not found
  at MVR.FileManagement.FileManager.ReadAllBytes (System.String path, Boolean restrictPath) [0x00000] in <filename unknown>:0
  at MVR.FileManagementSecure.FileManagerSecure.ReadAllBytes (System.String path) [0x00000] in <filename unknown>:0
  at LFE.LightTexture.SetTexture (System.String path) [0x00000] in <filename unknown>:0
  at LFE.LightTexture.<Init>m__7 (System.String path) [0x00000] in <filename unknown>:0



I've checked the scene JSON file and the texture path looks fine like this:

Code:
"id" : "plugin#0_LFE.LightTexture",
               "Grayscale To Alpha" : "true",
               "Add Black Border" : "true",
               "Brightness" : "-0.2703971",
               "Light Texture" : "SELF:/Custom/Atom/InvisibleLight/Textures/underwater.jpg"



I've tried changing the file name or changing it to a png mapping but it doesn't solve the problem.
After a bit of trial and error, I finally found a way to make it work.
  • First save the invisible light atom as a vap preset (Have already configured it with your plugin)
  • Then use LogicBricks to automatically load this preset when the scene is loaded
  • After packing the var file, edit the vap preset file, change the plugin texture map path and change the 'SELF' character to the name of my package.

Once I've done that, the problem is solved!

Code:
SELF:/Custom/Atom/InvisibleLight/Textures/underwater.jpg
Into this
Code:
SupperGR.Slut_Showroom_Personal_v3_1_test.1:/Custom/Atom/InvisibleLight/Textures/underwater.jpg


I'm a big fan of your plugin! Do you know of any other solutions for this?
Thank you for the reproduction steps it is very helpful. When I make some time I’ll see if so can fix this bug.
 
Hey @lfe, I know this plugin is pretty old, but I've discovered an issue with it that is problematic for the particular way that I am using it.

If you put the Light Texture plugin inside of a subscene, and then package the scene, with the subscene, and package custom textures that I'm using in the plugin in the same package, then the path SELF:/Custom/Atom/LightTextures/.. Will always only point towards the local custom folder and never the var that the textures were packaged in (along with the subscene and plugin).

I'm sure you have tons of free time just waiting to fix edge cases that users like me to discover issues with your five year old plugins.

Great mod though, allows a lot of interesting possibilites.

EDIT - I just noticed that two posts up, supperGR is having the same issue as me. Also, after further investigation, I actually don't think it has anything to do with the subscene, the plugin just can't seem to load textures from any .var file I put them in. So with the path being either var.LATEST:/Custom... or SELF:/Custom it never seems to be able to find the file. If the texture is located locally in Custom (not var), then it will use that instead, but this prevents being able to publish this as a resource. There are some workarounds, like I can set a loaddelay trigger to assign the correct texture, but I'm sure that's now how you intend it to work.
 
Last edited:
Hey @lfe, I know this plugin is pretty old, but I've discovered an issue with it that is problematic for the particular way that I am using it.

If you put the Light Texture plugin inside of a subscene, and then package the scene, with the subscene, and package custom textures that I'm using in the plugin in the same package, then the path SELF:/Custom/Atom/LightTextures/.. Will always only point towards the local custom folder and never the var that the textures were packaged in (along with the subscene and plugin).

I'm sure you have tons of free time just waiting to fix edge cases that users like me to discover issues with your five year old plugins.

Great mod though, allows a lot of interesting possibilites.

EDIT - I just noticed that two posts up, supperGR is having the same issue as me. Also, after further investigation, I actually don't think it has anything to do with the subscene, the plugin just can't seem to load textures from any .var file I put them in. So with the path being either var.LATEST:/Custom... or SELF:/Custom it never seems to be able to find the file. If the texture is located locally in Custom (not var), then it will use that instead, but this prevents being able to publish this as a resource. There are some workarounds, like I can set a loaddelay trigger to assign the correct texture, but I'm sure that's now how you intend it to work.
There's a newer plugin you can use that should be much more updated. It's VAMStoryVFX Light Cookie. Though, I'm not sure it allows for custom textures. You could ask @hazmhox
 
There's a newer plugin you can use that should be much more updated. It's VAMStoryVFX Light Cookie. Though, I'm not sure it allows for custom textures. You could ask @hazmhox
Yeah, I've been talking with him about it. It's more stable, but I need to be able to use custom textures.

I can work around the texture path issue for the scene I'm working on, but I also kinda' want to release the lighting setup I made as a separate resource for others to maybe use, as there's nothing else like it on the hub. But if I did package it I would just be passing the same problem on to anyone else who tries to use it.

Here's a demo of the full caustic lighting (for underwater stuff) I finally managed to get working, actually inspired by supperGR's Slutshow scene
 

Attachments

  • causticwater.mp4
    15.4 MB
Yeah, I've been talking with him about it. It's more stable, but I need to be able to use custom textures.

I can work around the texture path issue for the scene I'm working on, but I also kinda' want to release the lighting setup I made as a separate resource for others to maybe use, as there's nothing else like it on the hub. But if I did package it I would just be passing the same problem on to anyone else who tries to use it.

Here's a demo of the full caustic lighting (for underwater stuff) I finally managed to get working, actually inspired by supperGR's Slutshow scene
Looks awesome.
 

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