Development > Artwork

New Feature: "Glow" textures

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MCR:
Hey arisian,

really great work you delivered here. Fun to play with.  ;)
Sorry if I misinterpreted my first test results... :-\ But this is my experience on my computer here.

I did not fake those pictures here, I swear  ;):

http://ufoai.ninex.info/forum/index.php?topic=4674.msg37078#msg37078
 :-[

Nevertheless I am sure that you are right, but IMO it is still a good idea to reduce the colorpalette of the glowmaps to make them small & fast to load & this automated tool you mentioned can be very interesting. I will check that one out...

Now I do not know what to do with my previous posts regarding this, because I do not want to create false myths about this here  ::)...

MCR:
I downloaded your plasma-rifle glowmap pngs to check them out & they do not have an alpha channel ?!

MCR:
arisian, it would be very nice if you could test the fighter_engines_gm.png from my above post on your computer, then I will know for sure that something is wrong here  :-\

BTAxis:
Glowmaps don't need an alpha channel. The brightness of the texture is the glow intensity (so black is no glow).

MCR:
Here is the latest version of the U.F.O. Scout (color-reduced, palette-reduced ultrasmall filesize glowmaps).

I also looked @ the suggestions that came from BTAxis & Kildor & reduced the glow to make it less intense...
Also I deleted the glow from several buttons to make the glow effect look more diverse & interesting there...

It would be nice if someone could test this:
 

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