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Author Topic: New Feature: "Glow" textures  (Read 73540 times)

Offline arisian

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Re: New Feature: "Glow" textures
« Reply #60 on: April 19, 2010, 04:59:51 am »
At least some of the transformations should now work; I briefly tested rotation, scrolling, and pulsing, and they seemed to do more or less what was expected.  I'm going to bed now; I'll work on it some more another day.

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #61 on: April 19, 2010, 05:21:20 am »
Here is a small glow patch for the U.F.O.-Fighter:

1st Picture=Screenshot In-game

2+3=base/models/aircraft/ufo_fighter

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #62 on: April 19, 2010, 05:49:57 am »
Here the last ones for the fighter...

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #63 on: April 19, 2010, 05:53:40 am »
Engine Upgrade for the Supply Ship or 'Glowing In The Snow'...

First 2=base/models/aircraft/ufo_supply

Picture 3= Screenshot in-game

Offline MCR

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Re: New Feature:textur" textures
« Reply #64 on: April 19, 2010, 06:24:08 am »
Proud To Present:

'The Glowing Scout'


Offline Kildor

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Re: New Feature: "Glow" textures
« Reply #65 on: April 19, 2010, 06:32:24 am »
At first — wow and thanks.
At second, will this work without GLSL? I can`t enable it and can not switch any of hardware because it is computer at work.

At third — MCR, your scout and fighter is very bright, you should make it less intensive.

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #66 on: April 19, 2010, 06:33:23 am »
I think I love this Tron 2.0-Oldschool-Style-Glow...  :D ;D 8)

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #67 on: April 19, 2010, 06:35:03 am »
@Kildor: These are raw first versions, now that everything is cut out they are easy to manipulate & experiment with...
Feel Free To Do So ;)

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #68 on: April 19, 2010, 06:38:56 am »
IMHO our small U.F.O.-models should be upgraded not only with new textures in the long term...

Offline Kildor

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Re: New Feature: "Glow" textures
« Reply #69 on: April 19, 2010, 07:58:12 am »
shit, torrents of flood and nothing more.

Offline Mattn

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Re: New Feature: "Glow" textures
« Reply #70 on: April 19, 2010, 09:36:31 am »
Um...wow.  How on earth did you get that?  It's actually kind of pretty...I've got no idea how that "rainbow" effect is happening.  Is it constant, or do the colors change?  Are you getting anything in the log?  And are all the shaders up to date?

recompiled (clean build, no changes in svn) - up-to-date shaders, colors are changing. nothing in the logs - all in all no useful bugreport ;)

i will try in the evening with the latest changes.

Offline Mattn

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Re: New Feature: "Glow" textures
« Reply #71 on: April 19, 2010, 09:40:49 am »
it would be nice if the GLOW in the shaders would be a float and would be controllable via material system parameter - because the mapper might want to decrease or increase the glow strength on a per-map-basis without changing textures. would that be possible?

Offline BTAxis

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Re: New Feature: "Glow" textures
« Reply #72 on: April 19, 2010, 10:23:54 am »
I agree with Kildor, MCR, it would probably be best if you made the glow a little less bright.

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #73 on: April 19, 2010, 10:31:18 am »
No problem, I just cut out the glowing parts from the original textures here & did not change anything, to change the brightness is a job done in a few minutes when having the cut-outs. I have not time to do this right now, but I can try to do the adjustments in the evening if that is okay...

Offline BTAxis

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Re: New Feature: "Glow" textures
« Reply #74 on: April 19, 2010, 10:40:26 am »
arisian: By the way, is there any way to control the extent of the glow itself, i.e. how far outside the glowing pixels the pixels will get shaded?
« Last Edit: April 19, 2010, 10:42:18 am by BTAxis »