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FPSC Classic Models and Media / Possible To Emitt Light From A Certain Part Of A Model?

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DarkFrost
17
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Joined: 3rd May 2009
Location: ON, Canada
Posted: 1st Feb 2010 22:09
Hey, I have a character model I edited and such. Yet I want the characters eyes to glow in the light and dark.

So basically I'm asking if there is a way to have a certain part of a model lit up no matter what ambiance the model is seen in. I have tried lightmaps and such to no success.

Any ideas?

[img][/img]
Shadowtroid
16
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Location: nope
Posted: 1st Feb 2010 22:27
I've heard in the new Fenix Mod you can attach lights to entities.

Try that.

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
Daniel wright 2311
User Banned
Posted: 1st Feb 2010 22:30
this is all in the specular map

Kravenwolf
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Location: Silent Hill
Posted: 1st Feb 2010 23:06
You need to create an illumination map to go along with the model's diffuse texture, and then apply the illumination shader in the entity's effect field.

Kravenwolf

DarkFrost
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Location: ON, Canada
Posted: 1st Feb 2010 23:08
I have created one and named it appropriately with the name_I.dds. Unless I am not creating the illumination map properly.

...mmm whatever you want lit up is white on the texture correct? And the black is what is not to be lit up right?

[img][/img]
Kravenwolf
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Location: Silent Hill
Posted: 1st Feb 2010 23:11 Edited at: 1st Feb 2010 23:12
Quote: "whatever you want lit up is white on the texture correct? And the black is what is not to be lit up right?"


Right. Make sure that you apply the illumination shader in the entity's effect field, and make sure that full shader effects are enabled under preferences. I believe the entity has to be dynamic in order for the shader to work with it.

EDIT:
I'm a valued member!? When did that happen!?

Kravenwolf

General Jackson
User Banned
Posted: 1st Feb 2010 23:12
I've used static entities with it before and they work fine

PW Productions
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Location: sitting in a chair.
Posted: 1st Feb 2010 23:16
Quote: "EDIT: I'm a valued member!? When did that happen!? "


Holy crap, I just realised that as well! Lucky you, congrats. But what did you do? Was it all the media you released? They didn't even tell you? Odd...

-PwP

New Site is up! Go check it out!
Nickydude
Retired Moderator
19
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Joined: 4th Nov 2006
Location: Look outside...
Posted: 1st Feb 2010 23:21
Quote: "I'm a valued member!? When did that happen!?"


We thought it was about time you were rewarded for all your efforts for the community. It's in the newsletter, well done.

DarkFrost
17
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Joined: 3rd May 2009
Location: ON, Canada
Posted: 1st Feb 2010 23:21
Mmmmm I don't understand I cannot get the model to work.

I took the D2 texture, edited it, saved it as an I texture.

Yet, in-game the whole model is lit up in the dark not just the eyes that i made white in the I texture(I was using illuminationent.fx). When I use the illuminationmap.fx he appears all white.

So I wonder what i am doing wrong now.

[img][/img]
Shadowtroid
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Posted: 1st Feb 2010 23:22
Kravenwolf, have you checked up on your disk cleanup page? It was announced there...

"And we played the first thing that came to our heads...Just so happened to be... the best song in the world...

it was the best song in the world..."
Kravenwolf
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Joined: 14th Apr 2009
Location: Silent Hill
Posted: 1st Feb 2010 23:34 Edited at: 1st Feb 2010 23:34
@Nickydude, thanks! I'll have to take a look at this month's newsletter. I suppose it's about time to fire up Blender and get started on another contribution

@Cyclone, I can't really say I know what the problem is because I don't typically use that shader. Everything I told you was something that I learned from Ply a while back. I did a quick search for "illumination map", and I found a helpful post by Plystire:

Quote: "illuminationent.fx is used for dynamic entities.
illuminationmap.fx is used for static entities and segments.

The difference betweent he two is that illuminationmap.fx REQUIRES A LIGHTMAP, meaning it'll be expecting there to be a lightmap passed to it from the engine. If the entity is dynamic, then there won't be one and it'll mess up.

Both shaders require an illumination map texture.

Ensure your illumination map is the same size as your regular texture.


Also of note here, since these are stock shaders, FPSC has a bit of code for them internally. If you give "illuminationent.fx" to a static entity, it will automatically swap it out and use "illuminationmap.fx". So for entities, you're better off using "illuminationent.fx", i mean.... I kinda figured it was obvious that that was what the "ent" stood for in the filename.


Now, for the bad news. I do recall encountering this, and I'm sad to say I don't quite remember what I did to fix it. I was working on the shader system for my mod at the time, but by the end of it all, it was working.

Also, make sure your illumination map texture has the _I suffix.


That's about all I got for ya."



Kravenwolf

Daniel wright 2311
User Banned
Posted: 1st Feb 2010 23:47
like i said, a spec map does this just fine.

DarkFrost
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Location: ON, Canada
Posted: 1st Feb 2010 23:52 Edited at: 2nd Feb 2010 00:14
Mmm mabye I'll try a spec map.

You sure that it will fully light up only a certain area of a model in pitch black 0 ambiance with no lights around?

...no luck, maybe I should simply drop the idea.

[img][/img]
Daniel wright 2311
User Banned
Posted: 2nd Feb 2010 00:17
look, im not shure about it not working without lights, but i do know a specular map is the way to go. I do know you can set your specular maps to work without shaders so this might work to.

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