Development > Artwork
New Feature: "Glow" textures
MCR:
Thanks for the info, BTAxis, good to know that...
Here those glow-maps in-game:
MCR:
I do not know what I did wrong ???, but these glowmaps are used by the game for sure (when I rename them the glow is gone), look real fine in-game & have together less than 4kb (to make the whole ufo-scout glow(!))...
So arisian, you promised a cheap effect (ressourcewise) & imho you delivered that ;)
arisian:
BTAxis is right, there's no need for an alpha channel for the glowmaps. MCR, it's possible that the alpha channel is the reason that you thought that the color intensity didn't matter. If you're using the alpha channel to change the "intensity," then the actual color values of the pixels haven't been changed at all, which is why it doesn't look any different in game. If you just work in RGB (instead of RGBA), you won't have that problem.
MCR:
Arisian, please do not misunderstand me. For me this is no problem @ all. I just want to find the best method ressourcewise to build these glowmaps. So if the small color-reduced glowmaps are working fine in-game, I will continue to make such & if we can save additional space by removing the alpha channel I will do so also...
Could someone here do me a favour & test those scout glowmaps I posted, because maybe they somehow just work fine here on my machine...
arisian:
Color-mapped PPMs work fine for me (your new scout-glowmaps work just fine).
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