Illuminate textures/mesh in GunZ
Hey guys, after lurking a long time in ragezone forums I couldn't find what Im looking for and decided to make an account.Im making a map where I make lights. Now I work with 3D max and adding lights is easy (just use Omni's)but it doesnt illuminate the source of the light correctly. does anyone know how to exclude an object from the lightmap and make it very bright?I already tried exporting things to .elu but its still to dark. heres an example:http://i44.tinypic.com/2e2ky83.jpgso thanks in advance :]edit: the texture for the lightbulb is plain white. but it appears grey for some reason. its an .elu fileEdit2: Um I think I could mess around with the XML: light.ddsMaybe if I change the numbers of specular or difuse or ambient (no idea wich one, or maybe all of them) the light will change? what color is white? :P I think its all set on black now.or do I have to add a flag?does anyone have a list of all the flags/tags that I can use in the XML?like additive or or useopacity
Re: Illuminate textures/mesh in GunZ
Your question deals with this item being an "addative layer" which instead of drawing the image normally, it adds more colors to what is already present. This is also brought up in the tutorial below. Basically anything that is not black will be added to the underlying texture in the scene (be that a map, a character, or anything else present) creating an effect that appears to be lit, glowing, or glaring. No alpha layer is needed in this situation since black is #000000 so it does not not "add" anything to the realtime render. This attribute allows you to use the DDS compression of DX1 which allows for much smaller file sizes than what you would need for a texture with an alpha layer (DX3 or DX5).
To attempt this, go to the Material tab -> Extended Parameters -> Addative Option Selected -> Amt = Greater than 0. Make sure you are making this glare piece separate from the original mesh. The addtive material will only fake light, not create solid meshes.
http://forum.ragezone.com/f497/basic...-basic-869559/
Re: Illuminate textures/mesh in GunZ
Theres no lightmap exclusion.
Other than a alpha using materials not casting any shadows.
Instead of going for your way, look at how maiet made light sources appear to be glowing/bright.
Or place some lightsource with a decent strength and not ticked shadow cast below the "lightbulb" area.
Re: Illuminate textures/mesh in GunZ
it works! totally bright. thanks alot.but it doesn't work on opacity maps, the opacity doesnt work and it turns plain white. and Im making subtle lensflares. The lightrays in the map Mansion are pretty bright. any idea how Maiet made them?btw I think you can exclude objects from the lightmap if you export them to elu. like I did. but without added anything like an additive layer they become less vibrant
Re: Illuminate textures/mesh in GunZ
Quote:
Originally Posted by
Veryl
it works! totally bright. thanks alot.but it doesn't work on opacity maps, the opacity doesnt work and it turns plain white. and Im making subtle lensflares. The lightrays in the map Mansion are pretty bright. any idea how Maiet made them?btw I think you can exclude objects from the lightmap if you export them to elu. like I did. but without added anything like an additive layer they become less vibrant
Well whats your texture name thats set in the elu?
If you load a texture that isnt in the same folder as the elu, obviously it will turn white / missing texture.
Also doesnt work if you use a gradient fade but then dont set a alpha texture.
Obviously elus arent part of the bsp mesh therefore worldedit wont do anything with them when generating the lightmap.
The rays in mansion are animated, they blend/fade between the different colors.
Done via visibility track.
Also, you can make objects bright/not dull but that doesnt work with anything using a gradient/alpha texture.
Re: Illuminate textures/mesh in GunZ
the name of the texture is lensflare.dds ofcourse in the same map as everything else, and the texture works without the additive layer.animating the texture would be no option because I use 8bit Alpha textures, because I need to have that glow arround the lightbulb. and if I use 1bit alpha textures it looks to choppy. so theres nothing possible for 8bit alpha textures? ...maybe if I do a 1bit texture, but animate it around 70% visibibility.. Ill goof arround with stuff meanwhile.EDIT: Ok I watched to Video Tutorial. It helped me out alot. thanks Wucas :>http://i42.tinypic.com/120rn61.jpg
Re: Illuminate textures/mesh in GunZ
It doesnt matter what bit the texture is in.
You just play around with the visibilitie track, rs2 isnt that retarted to not be able to do that stuff.