https://sims4studio.com/thread/2544/get-emission-map?page=1
Hello everyone this is not going to be a step by step tutorial but it is more like a "Get to Know post" about Emission map. I want to talk about this because I've seen no CCs involving this powerful map and I think it is time for us to make our CCs glow :3 Do you remember the alien outfit that glows? Well we are going to achieve the same result. Here I will talk about the Emission map and its basic rules. I want to share with you what I learned.
What is Emission map?
Emission map is what makes a CAS part shine on its own. It's not a reflection. It is a dynamic light that propagates from our mesh. It is not a spot light. You will not be able to make it work as a lamp once in game. We will be working with a DDS so please keep this list in mind.
You will need:
Sim 4 Studio
2D editor that can work with Alpha channel and has DDS Plugin.
The sims 4
Blank Emission Map 1024*1024 1024*2048
I will not explain how to create a mesh and uv-map it. This page is going to be only about the Emission map.
We will answer few questions:
A_How do I add an Emission map to my package? B_Alpha and RGB channel: What are they used for? C_Alpha: Permanent light vs Flashing light. D_RGB channel: How to control light strength and how do I "turn off" some mesh parts?
I've been testing for a while and I want to share with you my findings. Please remember that I'm no expert.
A_How do I add an Emission map to my package?
This is how I add an emission map to a package. There might be other ways but this is mine :3
1_ Open your package and go to the warehouse. 2_ Select a Rle 2 file and then click on Add. I select an RLE 2 file so it will have the same group and instance )
3_ A window will appear. Chose DTSImageResource as Type. Change the last digits of the instance to make it unique.