Development > Artwork

New Feature: "Glow" textures

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Mattn:

--- Quote from: arisian on April 12, 2010, 04:23:57 pm ---My personal preference is for the second option, at least initially (I may implement them both eventually), because it allows a much greater degree of artistic control, and I think it will fit well with the atmosphere of the game.  Having the "bright green" portions of UFOs glow, for example, seems like a natural extension of the current artistic style.  It would probably even be possible to have simple animations in which the glow-texture was varied over time, allowing things like pulsing or other fun visual effects.

--- End quote ---

ok, go for the second option then. also see about the shell effect in r_state.c - this is already something like that and could be extended a little bit to add a glow imo.

MCR:

--- Quote from: Mattn on April 12, 2010, 08:22:23 pm ---ok, go for the second option then. also see about the shell effect in r_state.c - this is already something like that and could be extended a little bit to add a glow imo.

--- End quote ---
Juhu !!!!!!!!!!!!!

Sorry, I meant YEAH !!!  ;) :D ;D :)

H-Hour:

--- Quote from: MCR on April 12, 2010, 06:34:25 pm ---The standard textures do not make use of the alpha channel @ all  ;D

--- End quote ---

Standard textures can use an alpha channel now. The rendering at distance is a bit odd (doesn't seem to blur properly), but I assume this will be fixed some day and having the alpha channel will be important for things like hanging wires, metal wire fencing, etc.

MCR:

--- Quote from: H-Hour on April 12, 2010, 08:42:41 pm ---Standard textures can use an alpha channel now. The rendering at distance is a bit odd (doesn't seem to blur properly), but I assume this will be fixed some day and having the alpha channel will be important for things like hanging wires, metal wire fencing, etc.

--- End quote ---

But do our standard textures we have @ the moment use the alpha-channel ?! I know that the ufo*.* textures do not use it.
You are very right regarding the things you mentioned, but when we use the material system to define the textures which should glow, there should be no problem with having other textures, which have an alpha channel used for transparency for example or for other things on the same map without interfering ?!
But I am not an expert on this. Maybe arisian could answer this, so we can be sure...

Mattn:
arisian, if you are implementing this, please try to add it for brushes at first, and incorporate it into the material system. so we can define it on a per-texture basis. skip it for meshes first, i have a pending patch for some kind of shader/material system for meshes, too. your interface should be generic enough to handle both cases. see the existing stuff in r_state.c those R_Enable* functions - please try to keep that pattern.

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