Author Topic: Missile flares  (Read 3563 times)

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Offline Nighteyes

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just a quick question, I created a missile, but I don't get the lens flare effect of its thruster when I view it from the front... in the mediavps I know you see torpedos as a flare effects also from the front... what am I doing wrong? :)

 

Offline General Battuta

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I really like that thruster flare effect. What actually produces it?

 

Offline Aardwolf

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Ooo! I know, I know!

The lower-res mipmaps have the glow, but the highest-res doesn't. So with trilinear filtering enabled, it fades in as it moves into lower resolutions.

 

Offline High Max

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« Last Edit: May 25, 2010, 02:21:47 pm by High Max »
;-)   #.#   *_*   ^^   ^-^   ^_^

 

Offline General Battuta

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Hrm. Exactly what part of the missile is the effect stored in? The thruster effect itself?

 

Offline blowfish

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It's a glowpoint (texture is missile_flare), which should be placed where the thruster is, with no normal.  You'll have to experiment with the size, but the values I've seen indicate that the glowpoint may have more than 10x the radius of the thruster.

 

Offline General Battuta

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All right, thanks.

 

Offline Nighteyes

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It's a glowpoint (texture is missile_flare), which should be placed where the thruster is, with no normal.  You'll have to experiment with the size, but the values I've seen indicate that the glowpoint may have more than 10x the radius of the thruster.

so basically if I use a glow point with no mipmaps, then I'm supposed to have the flare visible from close and far ranges right? this dosn't work, as I've tested it extensivly... the glow is only visible when viewed from the back of the missile...

**blowfish, you can see exactly what I mean if you look at the cylon torpedo in Diaspora...

 

Offline blowfish

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It's a glowpoint (texture is missile_flare), which should be placed where the thruster is, with no normal.  You'll have to experiment with the size, but the values I've seen indicate that the glowpoint may have more than 10x the radius of the thruster.

so basically if I use a glow point with no mipmaps, then I'm supposed to have the flare visible from close and far ranges right? this dosn't work, as I've tested it extensivly... the glow is only visible when viewed from the back of the missile...

You have to set the glowpoint's normal to 0:0:0

 

Offline Aardwolf

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It's a glowpoint (texture is missile_flare), which should be placed where the thruster is, with no normal.  You'll have to experiment with the size, but the values I've seen indicate that the glowpoint may have more than 10x the radius of the thruster.

so basically if I use a glow point with no mipmaps, then I'm supposed to have the flare visible from close and far ranges right? this dosn't work, as I've tested it extensivly... the glow is only visible when viewed from the back of the missile...

The glowpoint, if blowfish is to be trusted, should have no normal...

And if you want it to fade in like the ones in the mediavps, it should have mipmaps which (afaict) are basically the normal sort of mipmaps, for every LOD (mipmap lod, that is) but the 0th (full-resolution) LOD, which should be black.

Edit:

You have to set the glowpoint's normal to 0:0:0

I was going to guess that's what you meant by 'no normal', but considering for all I know specifying a normal might be some completely optional thing... ah well, you beat me to it :p

 

Offline Nighteyes

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You have to set the glowpoint's normal to 0:0:0

yess, thank you that fixed it :)

  

Offline Galemp

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I just import my glowpoint from an existing missile using PCS2.
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