@jsncaliff:
Hey, looks good. What specific problems are you having with the glowmaps? It's pretty simple to get them working, but you have to edit the MAT in UTF Edit. When you export the Material from MS3D, it'll have a structure kind've like this:
Argh_Glow_Glass
Dc
Oc
Type (string, DcDtOc)
When you get done editing, it should look like this:
Argh_Glow_Glass
Dt_name (string, "WhateverTheNameOfYourTGAis" )
Dt_flags (integer, 64, 0)
Type (string, DcDtEcEt)
Et_name (string, "WhateverTheNameOfYourTGAis" )
Et_flags (integer, 64, 0)
Ec (0.800000, 0.000000)
Where I've put a comma, that indicates a new line.
Now, with the Glowmaps, I've done things a little differently. Instead of defining an Ec (that's "Emissive Channel" btw) I've just defined an Et ("Emissive Texture" ), which is a seperate DDS DXT1 texture which is black, except for the areas that glow. Basically, the FL engine looks at the levels of white/black in the picture data for this texture and uses them as the Alpha Channel, which is why, in the pictures above, my Glowmaps have soft, radiant light- I just airbrushed a little of the "light" in little smudges around the "light bulbs". Here's the structure:
Argh_Glow_Glass
Dt_name (string, "WhateverTheNameOfYourTGAis" )
Dt_flags (integer, 64, 0)
Type (string, DcDtEt)
Et_name (string, "WhateverTheNameOfYourGlowmapIs" )
Et_flags (integer, 64, 0)
As you can (hopefully) see, this is a different approach. Glowmaps defined this way should work very well for large things that need very complex glowing areas, or for very small textures that are being re-used a lot, like a large tilemap for example.
Anyhow, I hope that clears things up- basically, you can do glowmaps with two different methods... one uses Ec to create the "light", and you're basically just faking the lighting through clever work in your graphics editor... and the other uses the Et to creat the "light", and you're using a seperate texture to both define the areas lit... and how much they're going to be lit. The second approach is both more computationally taxing (i.e., it's not a good idea to have lots of large maps with it- use one large map or several small ones) but more subtle- the areas that have Glows on them in those FL ships I'm showing off will actually have areas that are being affected differently, at render time, than the pixels of each polygon being rendered next to them. This approach can give you some spectacular results... but DO NOT FORGET... in the end, we're trying to build fully-functional content for a game... not pretty renders. So don't go overboard
Edited by - Argh on 10/16/2005 11:46:51 PM