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FPSC Classic Models and Media / 'lighting up' a lamp texture [solved]

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Nickydude
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Posted: 1st Aug 2011 16:55
I know nothing about modelling, texturing, shaders.... so i need a little help here.

There is a lantern under "entities > ww2 > furnaturea" called 'lightobjectC' which I'm using, the problem is that the lantern texture doesn't 'shine' (as you can see here)



What would i need to do (and how?) in order for the glass panels of the lamp to be 'illuminated' as though it is shining?



I reject your reality and substitute my own...
Shakleford
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Posted: 1st Aug 2011 17:29
Hey Nickydude, You're going to need to make an "I" texture, and assign the effect "illuminationent" if its dynamic,or "illuminationmap" if its static.

To make an "I" texutre just load up the D2 texture in Gimp or a similar program, fill in everything absolute black except the part of texture you to be illuminated. You can up the contrast and brightness if needed. It doesnt have to be white, but should be bright.

I recently learned to sleep with my eyes open. ..... God am I tired
WickedX
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Posted: 1st Aug 2011 18:53
The texture for illumination is already in the texturebank forder. But the fpe file has no effect referenced. Also for some reason on my system illumination doesn’t work without at least two dynamic lights.

Wicked.
Braden 713
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Posted: 1st Aug 2011 20:30 Edited at: 1st Aug 2011 20:31
Hey Nickydude,

I don't personally know much about these things either heh (modelling, texturing, etc.), although I have done some trial and error in the past, and I think even read up on this somewhere else on the forums ages ago.

I've attached an image with a bit of a demonstration, but I'll explain it better here.

Reminder: Both the lamp and the lights I've used in all 4 of my images are static

First off, it looks like you placed the light directly above the lamp, which definitely causes it to go black in the shadows. As you can see in the image - even if I have a shader on it, it still didn't want to light up anymore with the light placed above it.

Thus, I resorted to placing lights right around the lamp (I'll upload an image of this separately, so you can see what it looks like in my fpscreator for reference of where I have the lights).

With the lights right beside the area you want lit on the lamp, without a shader we get the result you see in the image, which is already looking better!

Then, I just tried adding the two shaders available in the effectbank folder. They're illuminationent.fx and illuminationmap.fx. As you can see, both lamps (even in static mode) light up more with either of the effects in place. To use them I simply right-click the lamp, go down to the Effect field under Optional Visuals, and find one of the aforementioned effects (that field takes you directly to the appropriate folder too).

This only works however because I also have Full Shader Effects activated in File > Preferences

Hopefully this shed some light on your problem. I have to go to work but when I get home I can upload an fpscreator image of where I have my lights placed around the lamp.

Cheers,
Braden

Life would be much easier if I had the source code.
Nickydude
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Posted: 1st Aug 2011 21:19
Brilliant, thanks guys, adding the illuminationmap.fx did the trick. Excellent!

I reject your reality and substitute my own...
bruce3371
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Posted: 1st Aug 2011 23:53 Edited at: 1st Aug 2011 23:56
Just been reading this, and learnt something new,ie the illuminationent for dynamic lit-up entities, and illuminationmap for static lit-up entities (thanks Shakleford ).

I've already made the changes in the first 2 levels of my game Seclusion, and it definitely makes a difference. Now I just need to apply it to the rest of my game!

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