Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Deepblue on October 31, 2003, 08:52:36 am
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Would it be possible to make it so Freespace 2 uses a greyscale version of an effect (engineglows, engineflames, weapons) to determine brightness? Kinda like the way 3dsmax handles self illumination. Right now it looks kinda ugly to have this huge bright blob in a shaded game.
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Heh, another layer? Sounds like another reason to implement DDS.
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You can adjust the brightness of the map by altering the glowmap I would have thought, a darker colour on the map means a darker glow?
Flipside :D
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Not glowmaps. I mean for the general effect stuff like weapons.
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And specify the colour seperately?
That could help us make the code more efficient as well.
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The colour of things like lasers is specified in the Weapons.TBL anyway. so you could theoretically have only a brightness template for them if I read this right?
Flipside :D
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What's wrong with Alpha Channel transparency?
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I was just wondering actually, isn't that pretty similar to the system we have already? LOL
Flipside :D
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When Freespace does self illumination (I think) it takes a 2 color version of the map that is being illuminated and uses that as the self illumination map. (not sure if this is true) What I think it should do is instead of using the 2-color map it uses a greyscale version of the map that is being illuminated.