Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nico on January 14, 2003, 05:33:39 pm

Title: Real glow
Post by: Nico on January 14, 2003, 05:33:39 pm
I was wondering: how are the glow applied t the laser bitmaps?
Might it be possible to use the same thing and apply that kind of glow to a fighter map? I'm not alking about a glow that will follow the red lines n a shivan ship, I'm not that stupid, but say you have a map called thing.pcx on the end tip of that mast. Yeah, just there, you see it? would be cool to have the same kind of glow applied to that map than the one applied to say, the suback pcx.
Title: Real glow
Post by: ZylonBane on January 14, 2003, 06:18:44 pm
Why do people keep forgetting about Bob's awesome glow point code? :rolleyes:
Title: Real glow
Post by: Solatar on January 14, 2003, 07:26:19 pm
And his glowing textures? Those are sweet. Especially on the Shivans.;7
Title: Real glow
Post by: Bobboau on January 14, 2003, 08:12:02 pm
I think he is talking about a sort of volumetric effect were you see a sort of glowing vaporus fog around things,
the reasons we cant do this is becase we have absolutly no idea how to :)

you could probly fake it useing glow points though
Title: Real glow
Post by: LAW ENFORCER on January 14, 2003, 09:23:01 pm
Does he mean link a glow in say PS or PSP style. Like 'volumetic'?  which is, I think, what Bob just said....  Not a hard edged glowpoint???:confused:

thats weird, bobs post looks diffrent from when I posted this oh well... With out my mostly unkown TC I would fall into the pit of anonymousness... oh wait... crap:rolleyes:
Title: Real glow
Post by: Nico on January 15, 2003, 02:36:00 am
Quote
Originally posted by ZylonBane
Why do people keep forgetting about Bob's awesome glow point code? :rolleyes:


Coz I can't add them. PCS doesn't like my PC and makes it hand up faster than light. Why do you always jump at everybody's throat when they post an idea? Go for a walk or fart a good one, dunno, I'm sure you'll feel less tensed.

Anyway. Damn, you can't see the glows on primary weapon shots?
oh well.
Title: Real glow
Post by: phreak on January 15, 2003, 08:25:37 am
you don't need to add the glowmaps to the texture list.  it automatically loads them from the data/maps/ directory if they are found

exmple:
Model fighterxx.pof references fighterxx01a.pcx
if the game finds fighterxx01a-glow.pcx in the data/maps/ directory, then it loads the glowmap
Title: Real glow
Post by: Nico on January 15, 2003, 10:11:55 am
" bangs his head against the ****ing wall"
rah, nobody understand what I mean. "Reads his own posts"
But what the hell! it's crystal clear! What don't you understand in LASER GLOW???? Where the hell did I talk about self illumination maps? Don't you know the difference between a glow and a map? (note, this is adressed to the whole thread, not particualarly to phreak, obviously )
"takes his pill, calms down".

I'm amazed.

Never thought I would give up on this one coz people don't understand.
Title: Real glow
Post by: Bobboau on January 15, 2003, 10:19:35 am
the glow on lazers is basickly rendered in the exact same manner as the lazer it'self is rendered but with a higher alpha value, if you wanted to recreate this useing the glowpoint code would be you're best bet as this isn't something that can be mapped very well
Title: Real glow
Post by: Goober5000 on January 15, 2003, 10:31:55 am
venom: You mean sort of like the engine glow?
Title: Real glow
Post by: Nico on January 15, 2003, 10:52:55 am
Quote
Originally posted by Goober5000
venom: You mean sort of like the engine glow?

na. I mean laser glows. seems bob got it right, but sounds like it's no possible. case over.

as for using glows, they have to be round ( they always face the camera, so if they're not, they would look crap^), so they won't fit the mesh, so that would need a ludicrous number of glows to achieve the effect, so it's just not possible :(.
Title: Real glow
Post by: phreak on January 15, 2003, 10:54:23 am
ok i understand now

he's talking about enveloping a ship (or parts of it) in the translucent colored glow that surrounds a laser shot.  If you don't know what im talking about, go study a terran huge turret
Title: Real glow
Post by: Nico on January 15, 2003, 11:04:02 am
Quote
Originally posted by PhReAk
ok i understand now

he's talking about enveloping a ship (or parts of it) in the translucent colored glow that surrounds a laser shot.  If you don't know what im talking about, go study a terran huge turret


yeah! finally...
Title: Real glow
Post by: Bobboau on January 15, 2003, 05:36:06 pm
there are type 1 glows that render like a beam, could be used for something like this
Title: Real glow
Post by: Nico on January 15, 2003, 06:53:25 pm
could you explain more precisely? I have no idea what type1 beams are ( I know there's different type of beams like the one used on the mjolnir that juist goes straight forward, but I'm not a tbl moder so I don't know much about it, and I didn't think there was any differnces in how differnt beam types were looking ).
Title: Real glow
Post by: Bobboau on January 15, 2003, 10:16:00 pm
type 0 glow points (normal glow points) render a bitmap of a specified radius that always faces the viewer, type 1 glow points render a bit map that starts at the point and ends at the normal point, so they render in a manner similar to beams
Title: Real glow
Post by: Nico on January 16, 2003, 02:33:58 am
Quote
Originally posted by Bobboau
type 0 glow points (normal glow points) render a bitmap of a specified radius that always faces the viewer, type 1 glow points render a bit map that starts at the point and ends at the normal point, so they render in a manner similar to beams


ah. but that would make the glow look just like a flat... thing. Even if you try hard, that would always look ugly.
Title: Real glow
Post by: Bobboau on January 16, 2003, 04:34:16 am
it's better than nothing :nod:
Title: Real glow
Post by: Nico on January 16, 2003, 04:40:13 am
Quote
Originally posted by Bobboau
it's better than nothing :nod:


honestly I'm not that sure...