Development > Artwork
New Feature: "Glow" textures
Mattn:
--- Quote from: arisian on April 19, 2010, 03:11:06 pm ---Wow, glad to see all the interest here!
5.) Mattn, I've got no idea what's going on for you; let me know if you figure anything out, or want help.
--- End quote ---
that's because we all like what we are seeing from your work ;)
i'll try to recheck in the evening when i'm in the hotel and let you know about any problems (if there are any left after your latest changes).
arisian:
Okay, glow-map intensity can now be scaled in materials. The parameter "glowscale" is what you want to set; it will be multiplied, so 1.0 is the default. 0.5 will mean half intensity, and so forth. The glowscale parameter can be applied either at the material level or at the stage level; if it appears in both, they will be multiplied to get the value used for a given stage. As an example, in the following material, the texture "grass_gm" will be multiplied by 0.1 (since 0.5 * 0.2 = 0.1) when it is being rendered to the glow-buffer. Note that this only works for materials; this won't let you scale the glow on models or surfaces, for example.
{
material tex_nature/grass001
hardness 0.2
specular 0.2
glowscale 0.5
{
texture tex_nature/grass
dirtmap 1.0
lightmap
glowscale 0.2
}
}
Mattn:
please also add that information here: http://ufoai.ninex.info/wiki/index.php/Mapping/Materialsystem
H-Hour:
Great, easy to use.
Mattn:
retried latest revision - same result (or better, even worse, because now all brushes (regardless whether they have a glowmap or not) are now glowing. no warnings on the console, shaders compile fine.
it's an ati card (mobility radeon hd 4670), gl version 2.1, glsl version 1.4 - fglrx driver.
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