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AppGameKit Classic Chat / Partial emissive object

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Bethleem
8
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Joined: 3rd Oct 2015
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Posted: 11th May 2017 15:48
I have a 3D ship model and I want it to shine only through the windows.
So, If i use SetObjectColorEmissive(), the whole model shines. I´ve trying to use a combination of SetImageTransparentColor() with a certain color in the windows area texture but It didn´t make any difference. So, It is a way, without using shaders, that a texture could hide an area of an objet from being emissive? Any other suggestions?

Thanks.
blink0k
Moderator
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Joined: 22nd Feb 2013
Location: the land of oz
Posted: 11th May 2017 23:00
Maybe make the windows semi-transparent and put a light inside the model
Mobiius
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Location: The Cold North
Posted: 12th May 2017 14:43
Quote: "Maybe make the windows semi-transparent and put a light inside the model"

Or maybe make the windows separate objects (limbs) and make them emissive.
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nz0
AGK Developer
16
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 14th May 2017 00:09
Or as meshes, so the ObjectMesh commands can be used.
Failing that, just make it a completely separate model and fixObjectToObject() will give you complete separation.

Look at my space sim thing in the showcase and you'll see exactly this - a ship with a separate window

Bethleem
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Posted: 16th May 2017 20:02
Thank you all.

Windows are not a real thing, just a drawing in the texture. I was hoping something like an emission map, but will return to edit the whoooole pack of models and add some additional mesh for the windows.
nz0
AGK Developer
16
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Joined: 13th Jun 2007
Location: Cheshire,UK
Posted: 17th May 2017 20:33
It's kind of a think ahead thing with sub mesh transparency. You are always going to have to render the glass or whatever in a different method, so allow for it at design time.

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