wraitii 1,311 Report post Posted March 5, 2015 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.) Quote Share this post Link to post Share on other sites
Stan` 5,700 Report post Posted March 5, 2015 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 Quote Share this post Link to post Share on other sites
The Undying Nephalim 731 Report post Posted March 5, 2015 Would "<define name="USE_SPECULAR_MAP" value="1"/>" go into the basic_glow.xml file?Which xml would I put "USE_SELF_LIGHT" in? Quote Share this post Link to post Share on other sites
Stan` 5,700 Report post Posted March 5, 2015 The same Quote Share this post Link to post Share on other sites
The Undying Nephalim 731 Report post Posted March 5, 2015 The same I have them both set to 1 in basic_glow.xml and.... my texture still wont glow. I should probably work on something else in the meantime and come back to glows later. Quote Share this post Link to post Share on other sites
Stan` 5,700 Report post Posted March 5, 2015 Yeah maybe how is your civ going ? wait for wraitii to investigate Quote Share this post Link to post Share on other sites
The Undying Nephalim 731 Report post Posted March 7, 2015 Yeah maybe how is your civ going ? Ill have something to show in a few days. I've been too obsessive trying to get glows to work still. Quote Share this post Link to post Share on other sites
Stan` 5,700 Report post Posted March 7, 2015 As I said ↑ It looks like a game issue, more than a material issue. Quote Share this post Link to post Share on other sites
historic_bruno 520 Report post Posted March 8, 2015 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. 2 Quote Share this post Link to post Share on other sites
The Undying Nephalim 731 Report post Posted March 8, 2015 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 Quote Share this post Link to post Share on other sites
historic_bruno 520 Report post Posted March 8, 2015 Do you only have one UV map in your model? I'm thinking you need at least two for these fancy effects (if the material has multiple textures defined). Quote Share this post Link to post Share on other sites
The Undying Nephalim 731 Report post Posted March 8, 2015 Do you only have one UV map in your model? I'm thinking you need at least two for these fancy effects (if the material has multiple textures defined).I do only have one UV map. Quote Share this post Link to post Share on other sites
Stan` 5,700 Report post Posted March 8, 2015 I think if he needed two the game would crash like it does for aos. Quote Share this post Link to post Share on other sites
wraitii 1,311 Report post Posted March 8, 2015 No, you should only need one UV. I'm fairly sure it's just because the code is not obvious and slightly buggy. Quote Share this post Link to post Share on other sites
historic_bruno 520 Report post Posted March 8, 2015 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. 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. 1 Quote Share this post Link to post Share on other sites
Stan` 5,700 Report post Posted March 8, 2015 I think he expected a flat surface to glow even when the sun is up, like any alien techno 1 Quote Share this post Link to post Share on other sites
historic_bruno 520 Report post Posted March 8, 2015 I think he expected a flat surface to glow even when the sun is up, like any alien technoIt does, but it's not obvious due to the brightness of the sun. You would need to make the self-light stronger or something. Quote Share this post Link to post Share on other sites
Stan` 5,700 Report post Posted March 8, 2015 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. Quote Share this post Link to post Share on other sites
The Undying Nephalim 731 Report post Posted March 8, 2015 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.glow_noglow.jpgI 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? Quote Share this post Link to post Share on other sites
historic_bruno 520 Report post Posted March 8, 2015 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 2 Quote Share this post Link to post Share on other sites
The Undying Nephalim 731 Report post Posted March 9, 2015 Hooray I got it to glow, it looks like postproc = true was the culprit. Thank you very much for helping me figure that out: 15 Quote Share this post Link to post Share on other sites
historic_bruno 520 Report post Posted March 9, 2015 That looks very cool, glad it's working for you now Quote Share this post Link to post Share on other sites
Wijitmaker 295 Report post Posted March 9, 2015 Looks great Nice use of the self illumination feature. Quote Share this post Link to post Share on other sites
The Undying Nephalim 731 Report post Posted March 10, 2015 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. Quote Share this post Link to post Share on other sites
Stan` 5,700 Report post Posted March 10, 2015 Well you could use a huge specular value I guess. Quote Share this post Link to post Share on other sites