Jump to content
Sign in to follow this  
The Undying Nephalim

Engine Questions

Recommended Posts

There's indeed some form of bug/misuse here. Right now you would need to also add a "<define name="USE_SPECULAR_MAP" value="1"/>" to your material file, and I'd recommend making the specular map all black (if you don't want specular) or all white. But that shouldn't be needed.

You also need "USE_SELF_LIGHT", you need to set prefer GLSL, and you need to provide a specTex.

(I won't fix it right now since we're in commit Freeze for A18 but it'll be fixed in SVN soon.)

Share this post


Link to post
Share on other sites

That still doesnt explain the orientation bug though... Also we should have a terrain_norm_glow.xml and terrain_glow.xml do he can use the texture as a decal.

I don ´t understand your last post though :)

Share this post


Link to post
Share on other sites

Can you post an example model trying to get glow working? Even if it's just a cube, and not only the actor XML, but all the files associated with it, so we can test. It could be a bug, a model error, a config error, it's certainly not an effect that gets much testing.

  • Like 2

Share this post


Link to post
Share on other sites

Can you post an example model trying to get glow working? Even if it's just a cube, and not only the actor XML, but all the files associated with it, so we can test. It could be a bug, a model error, a config error, it's certainly not an effect that gets much testing.

I've attached the files to the post. I'm not sure if it's relevant, but I should point out that I'm using this actor as a prop attached to another actor.

crystal_glows.zip

Share this post


Link to post
Share on other sites

No, you should only need one UV. I'm fairly sure it's just because the code is not obvious and slightly buggy.

I must have been confusing it with AO maps.

In fact, I tried the provided model and it does glow, though perhaps not the effect you were expecting? You can see in the screenshot below, the right one has self-light but the left one doesn't. I had to alter the sun angle to make the effect visible.

post-10080-0-39435300-1425851800_thumb.j

I also tried it as a prop. This was how the effect was intended, as far as I know. It might be possible to tweak some of the material parameters and end up with a different effect.

  • Like 1

Share this post


Link to post
Share on other sites

I think he expected a flat surface to glow even when the sun is up, like any alien techno

It does, but it's not obvious due to the brightness of the sun. You would need to make the self-light stronger or something.

Share this post


Link to post
Share on other sites

It does, but it's not obvious due to the brightness of the sun. You would need to make the self-light stronger or something.

Also that only works if the object is not a decal... in your situation it works because of the geometry.

Share this post


Link to post
Share on other sites

I must have been confusing it with AO maps.

In fact, I tried the provided model and it does glow, though perhaps not the effect you were expecting? You can see in the screenshot below, the right one has self-light but the left one doesn't. I had to alter the sun angle to make the effect visible.

attachicon.gifglow_noglow.jpg

I also tried it as a prop. This was how the effect was intended, as far as I know. It might be possible to tweak some of the material parameters and end up with a different effect.

The is a close enough visual for now, how exactly did you get it to work?

Share this post


Link to post
Share on other sites

The is a close enough visual for now, how exactly did you get it to work?

All I did was copy your files to the appropriate mod directories, start Atlas, place an instance of the actor and move the sun around (in the environment tab) to darken the map. If you try that and it doesn't work, then you might not have the fancy graphics enabled. My local.cfg is like this:

preferglsl = truepostproc = truewaterugly=falsewaterfancyeffects = truewaterrealdepth = truewaterrefraction = truewaterreflection = trueshadowsonwater = truegentangents = truesmoothlos = truematerialmgr.quality = 10.0materialmgr.PARALLAX_DIST.max = 150materialmgr.PARALLAX_HQ_DIST.max = 75materialmgr.PARALLAX_VHQ_DIST.max = 30
  • Like 2

Share this post


Link to post
Share on other sites

It is possible to at least have partial reflections on a unit or building's texture like water does? I'm going for a chrome effect for one of my races and it would be awesome if it could be done. I supposed I can live without the feature if not though. :sweatdrop:

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...