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Energizer
23
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Joined: 7th Jul 2003
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Posted: 24th Sep 2003 19:30
Hi.

Did you see Homeworld 2?
Does anyone know how to make textures glow like in the game.

10x.
TheRipper
22
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Joined: 24th Sep 2003
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Posted: 24th Sep 2003 21:16 Edited at: 24th Sep 2003 21:21
Hi, i have seen HomeWorld 2 (Really cool game),
and i got the same question "How in the world can i make textures glow liek they did????"

So if anyone actually know how, it would help me too.
Xander
23
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Joined: 3rd Mar 2003
Location: In college...yeah!
Posted: 25th Sep 2003 06:00
Haven't seen the game, but here are some tips on making objects glow...

1) set object fade objectnum,200

2) set object ambient objectnum,0

3) set object light objectnum,0

These commands will make the object as bright as possible (assuming you are using DB Pro). It will look brighter, but it is up to you to create lens flares, etc...

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 25th Sep 2003 08:57
2 main ways to achieve it...
a) create a standard grey glow style texture, combine with colour when you need to use and use a billboarded plain that you fade away when obscured from a direct LOS.
b) create a shader to handle it by taking the alpha of the texture used for that particular mode, blurring it by a given ammount and then overlaying once done.
(you can actually do this normally but its a pretty slow effect even as a shader!)

Energizer
23
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Posted: 25th Sep 2003 15:04
How do I create a shader?
Energizer
23
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Posted: 25th Sep 2003 20:44
Are there any tutorials for Shader creation?
Please help me.
Neophyte
23
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Joined: 23rd Feb 2003
Location: United States
Posted: 25th Sep 2003 22:12
@Energizer

"Are there any tutorials for Shader creation?"

This is in the issue 9 newsletter. It should help you to get started.

[href]http://www.fairyengine.com/articles/hlsl2sided.htm [/href]

As for how to do Glow, this paper should help to explain it. But don't expect to accomplish it right away because this can be pretty hard stuff.

http://developer.nvidia.com/docs/IO/8230/D3DTutorial_EffectsNV.pdf
malcom2073
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Posted: 25th Sep 2003 22:37
If you mean the glow that sajuk and dreadnaught had, that is done by a whole different model that is invisible but around the ship. They just have it be partially transparent with a bright texture.
Energizer
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Posted: 27th Sep 2003 00:46
No, I mean like the little lights on the mothership.
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 27th Sep 2003 00:51
There IS a glow effect which comes with Upgrade 5. Go to Help > Examples and look at the FX Minibrowser one.

zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 28th Sep 2003 08:08
Navigation lights on a space craft? Try a light mask.
-----
SET LIGHT MAPPING ON
This command will set the light map for the specified object. Light map textures are combined with the main texture to create a multitextured object.

SYNTAX
SET LIGHT MAPPING ON Object Number, Image Number
-----

A light map is usually a gray scaled texture used for subtle lighting effects, but can also be used for pin point lights. For example, the whole light map image might be black except for the white dots and lines where you want to include high ambient lights.
--
TAZ
Shadow Robert
23
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 28th Sep 2003 12:50
Quote: "There IS a glow effect which comes with Upgrade 5. Go to Help > Examples and look at the FX Minibrowser one"


no there isn't... my update 5.0 & 5.1 only came with
Aniostropic, Cartoon, Bubble

thats all, and there isn't even a proper example just a MiniFX browser which although i nice for using the bog standard setup when people try to change things it doesn't have enough information to help, and the FX Browser itself is coded in a compressed and crowded fashion with little to no commenting - again making it not very user friendly unless you already know what your doing.


The simplest way which all cards will be able to use is this is to create a plane with a glow texture, based on distance alpha this so when your close up its less see-through ... if combined with the gamma works very well.
Also base its size on distance, so the further away the larger it is when your at a certain distance away it'll just not appear and be huge, if you point it directly to the players camera all the time it works very well.

Just look at Half-Life it uses it to some great effect in 1.0.0.9+
if combined with a light mapped area then it can REALLY have a fantastic effect ... so like create a normalisation & bump texture for your ships with the light set to the colour and directly behind.

i'm surprised no one has even bothered making examples yet as they're pretty simple to achieve and if i have time away from finishing something else I'll show you howto do it in both standard & shader form. (however as you gfx card doesn't support shaders you'll probably have to do with just a picture)

Bulleyes
23
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 30th Sep 2003 22:10
Hmmm... interesting. I think I just created something that you really want.

Last month, I had posted a shader code here for bump map + specular mapping. Then, I wanted to have those little lights on my capital ships in my game that you mention, I modify to add something which I called it as "emissive mapping". The emissive map defines the part which are self emissive and doesn't effected by other light source. Take a look at the sample screenshot below.



It is a simple shiny sphere (via specular map) with bumpy surface (via bump map). On top of the surface, you see some neon color patches which are self emissive.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
anseyder
22
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Joined: 25th Sep 2003
Location: Australia
Posted: 9th Oct 2003 08:51
On the PS2 we use vertex colour to make something appear emmissive and then use a billboard poly with a subtle glow texture over the object which creates a nice effect. Is there any way to set an object to be emmissive or force vertex colours?

buy the PS2 Game Firewarrior (I worked on it as a level artist)
Bulleyes
23
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Location: Cyberjaya, Malaysia
Posted: 9th Oct 2003 15:04
yes there is, check out the command SET OBJECT EMISSIVE.

This is to set the emissive color for every vertex, which I don't think is super useful, unless you are modifying the overall emissiveness of an object.

I still like my shader, where I can specify a texture map to define which area on my 3d models are emissive and which are not.

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Bulleyes
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Joined: 3rd Nov 2002
Location: Cyberjaya, Malaysia
Posted: 9th Oct 2003 15:15
Here is a another shot of a capital ship in my game using my bump + spec + emissive map shader.



The texture is done via diffuse map.
The metalic look is achieved via specular map.
The small details on the ship is actually done using bump map.
The small lightings on the ship is achieved by emissive map.

I started to like shaders! It just makes DBpro a lot more powerful!

Bad Nose Entertainment - Where games are forged from the flames of talent and passion.

http://www.badnose.com/
Shadow Robert
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Location: Hertfordshire, England
Posted: 10th Oct 2003 05:22
looks good Bulleyes

anseyder ... quick q - Firewarrior is a great game, but i was under the impression it was developed at THQ in the UK.
Or was that just the PC verison?

ESC_
22
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Joined: 29th Aug 2003
Location: Mass.
Posted: 10th Oct 2003 05:28
Quote: "looks good Bulleyes "

That doesn't just look good, it looks incredible!

"That's not a bug, it's a feature!"
"Variables won't, constants aren't."

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