Why do folks say its not supposed to be done if they dont know how to do it :/ ... For diffuse there is a node called. 'Vertex Colour' in the maps list. You can create it like any other bitmap. If you create composite map first and add your texture to it, create a new layer and put the vertex colour in it with its blend…
Putting the output node after the diffuse and vertex color multiply should definitely work. Also remember to set the materials self illumination all the way up and turn off or delete any lights in your scene.
put it in an output node and set the output amount to a number greater than 1 then do the multiply. worth trying. I havent tested it with vertex colour but i regularly use output to do this sort of thing on bitmaps.
Awesome Fletch that worked! Keen I don't immediately see any way to increase the output in my vertex color node (prob because its an old version of max?) but its a really good tip I'll see if there is an option in something else for that.
Ok your creating a composite shader not a map, this isnt what you want. You need to stay with the standard shader, go to the diffuse map slot and create the composite map in there. this will give you a node in the diffuse slot that can do basic compositing much like a mix8layer in maya heres a tutorial on the map…
hmm unmodulated vertex lighting? You need to at least multiply result by 2, preferably 4 or 8, so you can get over brightening on the textures. Simply multiplying your lighting data over your diffuse textures will always give you less than or equal to the diffuse pixel color and never actually brighten the pixel, which is…