Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on January 18, 2003, 10:43:38 pm
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this (http://freespace.volitionwatch.com/blackwater/test.zip) is the most up to date debug build of FSO and I have just redone the way glowmaps are handeled internaly, I would like some of the moders to test to make sure that some of my texture effects are working (and to make sure you are aware of them) so here they are:
to get a texture to be full bright non-lit add "-amb" to it's name
to get basic transparency add "-trans" to the name
these two work best together (in terms of asthetics, actualy it's more like the second one works best with the first)
to get a ship with animated textures simply make sure that there is no pcx file with the name you want and that there is an ani
(in otherwords it looks for the pcx first)
to have a glow mapped texture, make a version of the base texture that looks as the parent texture should if it had no external lighting (see the glow texture pack for some examples)
then name it "name_of_base_texture"-glow
the reorganisation of the glow mapping means that they can be animated, they follow the same rules as the animated textures, and yes they can be of any length of animation, but most situations would probly be a good idea to keep them the same length.
any glow map can have any resolution independent of the base texture's resolution,
yes I am aware of the odd nebula fogging rendering bug assosiated with glowmaps
I have included a warp model but I should have fixed the "crash when it can't find the warp model" bug
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uhhh...... I'm lost. What does it do again?
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that is a SCP exe it has a lot of tasty additions, I am focusing on textureing effects that I have done and would like some of you to try and implement
I explained how they are suposed to be implemented and I am now asking you to play with them
it allows you to use animated and glowmapped textures
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AHHH!!!! OK< yes. I totally understand after re-reading it. I would love to lad, but I think I lack the skills.
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well, doesn't anybody want to have there models glow mapped or something
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Would this work with anis too?
The warp ani, for instance.
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Originally posted by Ryx
Would this work with anis too?
The warp ani, for instance.
afaik, the warp ani is already self illuminated, wouldn't need it.
bob, I think if you linked all the screenshots here, you'd get more attention. I guess the folks around have no idea how great this improvement is.
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That is a very good idea. I myself can imagine what you're trying to describe, but it would help me to no end if I had a point of reference.
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Originally posted by Eviscerator
That is a very good idea. I myself can imagine what you're trying to describe, but it would help me to no end if I had a point of reference.
You need to pay a visit to the SCP forum. You'll... be amazed. ;)
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fine...
(http://freespace.volitionwatch.com/blackwater/glowm01.jpg)
(http://freespace.volitionwatch.com/blackwater/glowm02.jpg)
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um...wow...:eek2: :eek2:
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bob, dont notice a diffrence dude.... but ima try ur new fso. see what i can conjure up...
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you can't see the lights glowing on that deimos, or the glowing shivan ship, note this is _not_ glide
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Sorry Bobboau, but i see no real difrence. You could maybe get the same effect by just editting the right maps.
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Originally posted by Raptor
Sorry Bobboau, but i see no real difrence. You could maybe get the same effect by just editting the right maps.
You don't mean get the glow effect without this source code chagne do you? The maps aren't just brighter, but they produce their own light...
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let's explain ( man, really... )
take the ravana, put it in a mission with a black sun. what you see? if you have a background,you'll see a black shape at most. Use that: ooooooooooooh! you see all the red glowing bits just if they were lights, just like in the cutscenes! magic!
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oh, that's what he meant.
Still pictures just don't really show that effect off.
So, what version of the SCP release is this based on? I'm finding the SCP forum a bit hard to follow....
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Originally posted by Raptor
Still pictures just don't really show that effect off.
yeah, I've posted OTT screenshots using that, and the bright colors are completly washed out because of the jpeg compression, so it's hardly noticeable :doubt:
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Originally posted by Bobboau
to get a texture to be full bright non-lit add
Excuse my ignorance, but is that?
EDIT: supposed to be what is that?
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Originally posted by Hades
Excuse my ignorance, but is that?
Why yes, it is!
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Originally posted by Hades
Excuse my ignorance, but is that?
EDIT: supposed to be what is that?
It means that a texture will be lit up in certain spots, like windows or self-illuminated pieces (the red on shivan ships for example) regardless of the level lighting. The effect is most impressive when combined with a low ambience level, so that the contrast on the lights is high. An example by Vyper:
(http://koti.mbnet.fi/~fury/misc/fsscp/lightmaps/screen07.png)
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:eek2:
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actualy when I said
"to get a texture to be full bright non-lit add "-amb" to it's name"
that was a diferent effect, were the texture will render without lighting, unlike glow mapping wich has a multipass effect to create glowing sections of a texture (as opposed to the entire thing), it renders a bit faster than the glow mapping, but isn't anywere near as good looking
to have a glow mapped texture, make a version of the base texture that looks as the parent texture should if it had no external lighting (see the glow texture pack for some examples)
then name it "name_of_base_texture"-glow
and for thouse who can't see it look at the pick with the deimos, without my effect you would not be able to see the windows
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will the animated texture thing work with laser effects?
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it might, I implemented it but only did basic stability tests, and don't remember if it got commited, one good way would be to make an ani and reference it to a weapon
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Looks like I missed this thread before; is this the same glow-map effect that used to be there in FS1 with Glide? I really, really liked that thing and was hoping that you guys might be able to get it back into the game. Need to try this out...
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no, it's a lot better, it is actualy mapped not just color keyed, you will need to DL the map pack to get it to work
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Link in first post, right?