niektb Posted March 4, 2015 Report Share Posted March 4, 2015 (edited) It doesn't get a glow map with that material, but a self-light that is based on the specular map (if I understand the shader code correctly). That means you need to apply that on a mesh that doesn't need a player color or other effects. (except specular since that is also added by the material). I'm actually not entirely sure what the alternative material tags defined in the materal file does though... (I need to check that with the graphics devs)Nice building btw, is that effect on the terrain a decal? Edited March 4, 2015 by niektb Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 4, 2015 Report Share Posted March 4, 2015 Basic_glow uses the specular map (defined by spec_tex) as a "self-illumination" texture, so you can use that to make your texture self-lit.We don't support actual glow maps as so far the engine can only handle one light, though I think with the bloom post-proc shader you'd get some bloom effect.If you need to, you could make your own custom material that uses the normal map too and still self-illuminates or something. 2 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 4, 2015 Author Report Share Posted March 4, 2015 So.... how exactly do you specify a texture to glow? Is it done in the actor's xml file like it's base, normal, and spec texture? I'm sort of confused on how to do that. Nice building btw, is that effect on the terrain a decal?The terrain is indeed a decal at the moment. I don't know if I can pull it off, but I want this race to slowly terraform (crystalform?) the land around their buildings into a web of crystalline, turning things like rocks and trees into the crystals that they mine. I'm not sure how doable it is in this engine though. Worst case scenario the land around their buildings will just look like that. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 4, 2015 Report Share Posted March 4, 2015 So.... how exactly do you specify a texture to glow? Is it done in the actor's xml file like it's base, normal, and spec texture? I'm sort of confused on how to do that.The terrain is indeed a decal at the moment. I don't know if I can pull it off, but I want this race to slowly terraform (crystalform?) the land around their buildings into a web of crystalline, turning things like rocks and trees into the crystals that they mine. I'm not sure how doable it is in this engine though. Worst case scenario the land around their buildings will just look like that.I'm afraid that without coding, the worst case you have will be how it is...Here is how it works :<?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant name="Base"> <mesh>structural/mesh.dae</mesh> <textures> <texture file="campaigns/structures/mesh.png" name="baseTex"/> <texture file="campaigns/structures/mesh_spec.png" name="specTex"/> </textures> </variant> </group> <material>basic_glow.xml</material></actor> Quote Link to comment Share on other sites More sharing options...
niektb Posted March 4, 2015 Report Share Posted March 4, 2015 I think though that you need to specify that material for the decal only (assuming that the building itself shouldn't be self-lit) Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 4, 2015 Author Report Share Posted March 4, 2015 Hmm I tried that out, seems to have no effect. I am using it on a prop that the building uses, here's my .xml in case I made a different mistake:<?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant> <mesh>structural/jev_anchor1_cry.dae</mesh> <textures> <texture file="structural/jev_crystal1.dds" name="baseTex"/> <texture file="structural/jev_crystal1_spec.dds" name="specTex"/> </textures> </variant> </group> <material>basic_glow.xml</material></actor> Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 4, 2015 Report Share Posted March 4, 2015 BTW because of what I'll call a bug for now you need to set the config parameter "materialmgr.quality" to more than 2.Your "turn them into something else" feature doesn't sound entirely impossible depending on what you want, but it would require some engine changes. You could create your own meshes that have a special "transform" animation that you would slowly update to change their shape, but changing their texture dynamically is currently unsupported (it's not impossible to add though, might even be added as a mod-only thing, not sure). Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 4, 2015 Report Share Posted March 4, 2015 It actually depends on wether the decal is flat or has some polys. Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 4, 2015 Report Share Posted March 4, 2015 Are you using "Prefer GLSL"? I'm fairly sure this material only works in GLSL mode. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 4, 2015 Author Report Share Posted March 4, 2015 Are you using "Prefer GLSL"? I'm fairly sure this material only works in GLSL mode.Setting that setting to true in the config doesn't seem to have an effect on glow. Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 4, 2015 Report Share Posted March 4, 2015 Did you change your configuration file so that "materialmgr.quality" is 3 or more? Quote Link to comment Share on other sites More sharing options...
leper Posted March 4, 2015 Report Share Posted March 4, 2015 See http://trac.wildfiregames.com/wiki/Manual_Settings for how to change some of those settings. Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 4, 2015 Author Report Share Posted March 4, 2015 Did you change your configuration file so that "materialmgr.quality" is 3 or more?I did and it still seems to have no effect. I even set it as high as 10 and there seems to be no glow/self illumination still. Quote Link to comment Share on other sites More sharing options...
niektb Posted March 4, 2015 Report Share Posted March 4, 2015 What does the xml of your decal look like? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 4, 2015 Author Report Share Posted March 4, 2015 What does the xml of your decal look like?Here it is:<?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant> <mesh>structural/jev_anchor1_cry.dae</mesh> <textures> <texture file="structural/jev_crystal1.dds" name="baseTex"/> <texture file="structural/jev_crystal1_spec.dds" name="specTex"/> </textures> </variant> </group> <material>basic_glow.xml</material></actor> Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted March 4, 2015 Report Share Posted March 4, 2015 I think there should be a way to get the look you are after. myconid was the last programmer (to my knowledge) that did some major changes/updates to the graphics engine. Here is the full evolution of his changes unfolding before your very eyes - post by post:http://wildfiregames.com/forum/index.php?showtopic=16022You should be able to get a glow effect like this you see in the bottom image:http://imgur.com/a/oRHdkAfter reading this... try playing with the alpha layer of the spec map:http://wildfiregames.com/forum/index.php?showtopic=16022&p=242478 2 Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 4, 2015 Report Share Posted March 4, 2015 Indeed I checked the shader and it's the specular map alpha that matters for self-illumination. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 4, 2015 Report Share Posted March 4, 2015 (edited) I think there should be a way to get the look you are after. myconid was the last programmer (to my knowledge) that did some major changes/updates to the graphics engine. Here is the full evolution of his changes unfolding before your very eyes - post by post:http://wildfiregames.com/forum/index.php?showtopic=16022You should be able to get a glow effect like this you see in the bottom image:http://imgur.com/a/oRHdkAfter reading this... try playing with the alpha layer of the spec map:http://wildfiregames.com/forum/index.php?showtopic=16022&p=242478Wow this is so cool, It makes it possible to make illuminated windows Now I need to find a way to make the sun turn (day night cycle) Edited March 4, 2015 by stanislas69 Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 5, 2015 Author Report Share Posted March 5, 2015 I've messed with the Spec map's alpha, even having it as nothing but white and there's still no self illumination or glow effect on my texture. I'm guessing I have to throw "USE_SELF_LIGHT" into an .xml actor somewhere? Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 5, 2015 Report Share Posted March 5, 2015 Did you make it full transparent ? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 5, 2015 Author Report Share Posted March 5, 2015 Did you make it full transparent ?Yes indeed. I've tried both .dds and .png format, with alpha channels completely white or black. No matter what I do there's absolutely no change or effect on how illuminated the texture is. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 5, 2015 Report Share Posted March 5, 2015 Mmmh could send me the files ? Quote Link to comment Share on other sites More sharing options...
The Undying Nephalim Posted March 5, 2015 Author Report Share Posted March 5, 2015 Mmmh could send me the files ?I've attached them to the postjev_crystal.zip Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 5, 2015 Report Share Posted March 5, 2015 Okay, I figured it out. It doesn't work if the surface is parallel to the ground ;( Quote Link to comment Share on other sites More sharing options...
wraitii Posted March 5, 2015 Report Share Posted March 5, 2015 That sounds like a bug. I'll see if I can fix it quickly. Quote Link to comment Share on other sites More sharing options...
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