Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LAW ENFORCER on June 05, 2003, 04:08:07 pm
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hey guys, how do you do windows? (the texture of them not model)
not little dots but large (texture wise) windows, the actual 'glass' bit and the colour/detail of it?
I have tried white, yellow and black - black looks best but I dont know no of them looked right...
any ideas?
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black looks good, but any color will do (blue gold and so on). darker ones are better. be sure to add specular highlights to really improve the look. i have a problem with mapping too little uv space out for the canopy or whatever, making specular highlights difficult. id like to have actual transparent pixal shaded windows, but then interior decorating becomes a concern, but it would give us those virtual cockpits i always wanted.
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i was wondering about using animated textures and glowmaps to simulate on some windows the lights of the room turning on/off
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pixel shaders... that helps me alright.... in FS2 :p
So aslong at the edges line up it look ok and people wont go
"ha ha! is that his idea of a window? ha lol!" or something?
:blah:
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This is the last one I did.....
(http://www.3dap.com/hlp/hosted/reciprocity/wipshots/window.jpg)
Starts off with a black box, then drawn some 'edges' along it. Added suitable light / dark shading to the rims, added a smidgen of noise and then drew a 'break' (dark line) along the sills. Selected the dark bit, and added a red hue at the bottom (this looks neat when used in glowmaps) - making sure this carried over a bit to the edges. Added a white (very low opacity) spraycan mark to the top for a reflection.