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Author Topic: New Feature: "Glow" textures  (Read 37881 times)

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #105 on: April 20, 2010, 06:09:32 pm »
Thanks for the info, BTAxis, good to know that...

Here those glow-maps in-game:

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #106 on: April 20, 2010, 06:18:05 pm »
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 ;)

Offline arisian

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Re: New Feature: "Glow" textures
« Reply #107 on: April 20, 2010, 06:26:39 pm »
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. 

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #108 on: April 20, 2010, 07:00:16 pm »
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...

Offline arisian

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Re: New Feature: "Glow" textures
« Reply #109 on: April 20, 2010, 07:10:30 pm »
Color-mapped PPMs work fine for me (your new scout-glowmaps work just fine).

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #110 on: April 20, 2010, 07:16:58 pm »
Color-mapped PPMs work fine for me (your new scout-glowmaps work just fine).
I am so glad to hear that. Thank you very much for testing it.

BTAxis, is the intensity of the scout glow & overal appearance okay in your opinion ?


Offline MCR

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Re: New Feature: "Glow" textures
« Reply #111 on: April 20, 2010, 08:15:04 pm »
Here comes v2 of the Fighter (reduced glow, small files):

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #112 on: April 20, 2010, 08:20:02 pm »
Here in-game:

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #113 on: April 20, 2010, 09:00:05 pm »
& The Supply Ship:
« Last Edit: April 20, 2010, 09:03:22 pm by MCR »

Offline Sepelio

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Re: New Feature: "Glow" textures
« Reply #114 on: April 20, 2010, 09:21:12 pm »
I must say those seem to have turned out very very nice.

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #115 on: April 20, 2010, 09:52:42 pm »
 ;D
The Supply Ship needs 1.09 Kilobyte of glowmaps to glow  :) :D ;D

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Re: New Feature: "Glow" textures
« Reply #116 on: April 20, 2010, 11:34:10 pm »
Somehow i think that the glow effect is still to bright(?)

Offline bayo

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Re: New Feature: "Glow" textures
« Reply #117 on: April 21, 2010, 12:13:05 am »
i love this kind of very discreet aircraft. Maybe nobody can detect them in the sky, especially the night.

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #118 on: April 21, 2010, 12:30:44 am »
@bayo: The aliens only turn the lights on when landing somewhere & turn them off while flying  ;)

Offline MCR

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Re: New Feature: "Glow" textures
« Reply #119 on: April 21, 2010, 01:09:25 am »
Alien Barrel & Alien Battery:
« Last Edit: April 21, 2010, 01:10:56 am by MCR »