That option is indeed not functional... I think how I worked around that problem in the past was creating a large flat plane in the void (under the track, for example), made it a powerup with the "£" and stuff, and mapped the material into it. Materials used in powerups seem to be always full-lit, if I recall, so this fixed the problem. The flat plane was also divided into a grid of multiple polygons, so that I could map several textures I wanted to be full-lit, into it.
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Real-time digital clockCombining the two previous tricks here... start by creating yourself a similar bitmap with all the digits, and also divide your digital clock display into five polygons (rectangles). Next, in Plaything 2, create five materials: Digit1, Digit2, DigitMid, Digit3, and Digit4. Dig it yet? Map these materials to the polygons accordingly: Digit1 goes to the first slot, Digit2 to the second, DigitMid in the middle, and so on. Just remember that for
each slot, you'll have to stretch the mapping to the entire material, so use the "stretch-to-fit"-button in the UV-mapping editor. Now move to track's textfile and to the funk section. Use this code:
Code:
Digit4 // Material to be replaced with the animation frames (minutes)
constant // Accurately keep track of the animation regardless of current player distance
piss off // Movement mode: none
no fucking lighting
frames // Animation mode: frames
accurate
continuous // Loops the animation
0.0016667 // Animation speed, cycles per second (1 / 10 minutes = 1 / 600 seconds)
10 // Number of frames in the animation
ClockDigits, 4,0,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,2,3,0
ClockDigits, 4,3,3,0
ClockDigits, 4,0,3,1
ClockDigits, 4,1,3,1
ClockDigits, 4,2,3,1
ClockDigits, 4,3,3,1
ClockDigits, 4,0,3,2
ClockDigits, 4,1,3,2
NEXT FUNK
Digit3 // Material to be replaced with the animation frames (tens of minutes)
constant // Accurately keep track of the animation regardless of current player distance
piss off // Movement mode: none
no fucking lighting
frames // Animation mode: frames
accurate
continuous // Loops the animation
0.00027778 // Animation speed, cycles per second (1 / hour = 1 / 3600 seconds)
6 // Number of frames in the animation
ClockDigits, 4,0,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,2,3,0
ClockDigits, 4,3,3,0
ClockDigits, 4,0,3,1
ClockDigits, 4,1,3,1
NEXT FUNK
DigitMid // Material to be replaced with the animation frames (middle digit)
constant // Accurately keep track of the animation regardless of current player distance
piss off // Movement mode: none
no fucking lighting
frames // Animation mode: frames
accurate
continuous // Loops the animation
1 // Animation speed, the number of entire animation cycles per second (1/1)
2 // Number of frames in the animation
ClockDigits, 4,2,3,2
ClockDigits, 4,3,3,2
NEXT FUNK
Digit2 // Material to be replaced with the animation frames (hours)
constant // Accurately keep track of the animation regardless of current player distance
piss off // Movement mode: none
no fucking lighting
frames // Animation mode: frames
accurate
continuous // Loops the animation
0.000011574 // Animation speed, cycles per second (1 / 24 hours = 1 / 86400 seconds)
24 // Number of frames in the animation
ClockDigits, 4,0,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,2,3,0
ClockDigits, 4,3,3,0
ClockDigits, 4,0,3,1
ClockDigits, 4,1,3,1
ClockDigits, 4,2,3,1
ClockDigits, 4,3,3,1
ClockDigits, 4,0,3,2
ClockDigits, 4,1,3,2
ClockDigits, 4,0,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,2,3,0
ClockDigits, 4,3,3,0
ClockDigits, 4,0,3,1
ClockDigits, 4,1,3,1
ClockDigits, 4,2,3,1
ClockDigits, 4,3,3,1
ClockDigits, 4,0,3,2
ClockDigits, 4,1,3,2
ClockDigits, 4,0,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,2,3,0
ClockDigits, 4,3,3,0
NEXT FUNK
Digit1 // Material to be replaced with the animation frames (tens of hours)
constant // Accurately keep track of the animation regardless of current player distance
piss off // Movement mode: none
no fucking lighting
frames // Animation mode: frames
accurate
continuous // Loops the animation
0.00013888 // Animation speed, cycles per second (1 / 2 hours = 1 / 7200 seconds)
12 // Number of frames in the animation
ClockDigits, 4,2,3,2
ClockDigits, 4,2,3,2
ClockDigits, 4,2,3,2
ClockDigits, 4,2,3,2
ClockDigits, 4,2,3,2
ClockDigits, 4,1,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,1,3,0
ClockDigits, 4,2,3,0
ClockDigits, 4,2,3,0
That's it, and it even
should work. This clock begins from 0:00 though, so you may want to adjust the settings to change the starting time.
