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Glowing textures #8654
04/09/02 00:44
04/09/02 00:44
Joined: Oct 2001
Posts: 395
Arlington Heights, IL USA
cbw Offline OP
Senior Member
cbw  Offline OP
Senior Member

Joined: Oct 2001
Posts: 395
Arlington Heights, IL USA
Been a long time since I've been here [Smile]
Does anybody know if there is a way, if a texture is present on the level geometry, to give it a glowing effect?

Sorta like this (green stripes):


It's a Unreal Tournament picture and I have a really cool idea how to use this effect. I just don't know how to accomplish it. Any help is appreciated.


Greg Szemiot, Lead Designer, Orb Crossbeam Studios Entertainment
Re: Glowing textures #8655
04/09/02 01:38
04/09/02 01:38

A
Anonymous
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Anonymous
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A



One possibility would be to have an animated texture but since A5 is not too great on that I would prefer the second method:
First create the parts you want to glow and build it as an entity map. Place it into your level and write a little action that sets LIGHTRANGE to 0 and sets the entity's LIGHT flag. Then use a loop to have the GREEN or whatever value counted up and down. For bigger parts you should maybe place invisible blocks so that the collision detection works fine.

Re: Glowing textures #8656
04/09/02 02:07
04/09/02 02:07
Joined: Oct 2001
Posts: 395
Arlington Heights, IL USA
cbw Offline OP
Senior Member
cbw  Offline OP
Senior Member

Joined: Oct 2001
Posts: 395
Arlington Heights, IL USA
The problem is I tried with the map entity once before and just had light comming from the origin of the object. It looked pretty bad, my theory was, I know you can change the sound of footsteps based off of texture, is there a way so that a texture can emit light using the same priciples? Basically I'm looking for a script to dodge making all those different entities. Every level will have some type of glowing area to it, but they are all different shapes and sizes.


Greg Szemiot, Lead Designer, Orb Crossbeam Studios Entertainment
Re: Glowing textures #8657
04/09/02 04:17
04/09/02 04:17
Joined: Jan 2002
Posts: 644
USA
tesanders Offline
Developer
tesanders  Offline
Developer

Joined: Jan 2002
Posts: 644
USA
I'm not familiar with that UT level, but how about using a map entity with a single green texture, an albedo of 0, and an 'ambient' value that ranges from 0 to 100?

code:
action my_band {
my.albedo=0;
my.skill32=0;

while(1) {
my.skill32+=time;
my.ambient=cos(my.skill32)*50+50;
wait(1);
}
}

=thomas

Re: Glowing textures #8658
04/09/02 04:26
04/09/02 04:26
Joined: Oct 2001
Posts: 395
Arlington Heights, IL USA
cbw Offline OP
Senior Member
cbw  Offline OP
Senior Member

Joined: Oct 2001
Posts: 395
Arlington Heights, IL USA
Allright, I'm gonna have to try map entites I guess, but I'm gonna keep this thread open just in case someone can figure it out. Thanks for the help anyway [Wink]


Greg Szemiot, Lead Designer, Orb Crossbeam Studios Entertainment
Re: Glowing textures #8659
04/09/02 05:01
04/09/02 05:01

A
Anonymous
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Anonymous
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A



If you mean the shining part in front of the light
they used sprites there.Put a Sprite on every site of the light(hey that's a rhyme [Big Grin] ).Don`t forget, the colours of the sprite must have a
soft passage from black to the colour x(white green whatever you want).Hope I could help a little bit.


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