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Posted By: C Lund | Date: 11/6/05 9:28 a.m. | |
In Response To: Re: AO features in upcoming scenarios (Simon/team Sigma) : CHris, mind if i ask you to elaborate on how to do glowmap?
Well, in my case, I have a "Scripts" folder in the same directory as AO. All the global scripts go there (the level-specific scripts go in teh resource fork). I also have a folder called "Rubicon Data" in this directory, which again contains "Graphics/Textures/set5/" The "set5" folder conatins all the textures, glowmasks, and transparency masks for set 5. Then I put the following a script (text file) titled "Walls_5" in the "Scripts" folder. You can probably call the text file anything you want. "Walls_5" happens to be what RX ended up with. "Walls_5" looks like this: -marathon>
(textures 0-20 snipped for brevity) -texture coll="21" bitmap="21"
(textures 22 and so on snipped for brevity) -opengl>
Below is a composite image containing a screenshot showing texture 21 of set 5 in use, plus "flat" views of the texture (21.png) and it's glowmap (21gm.png - the black field with two white blotches). As you can see, the glowmap isn't black and white- it's a greyscale image, where the darkness of the image shows the minimal lighting of the texture. Thus white areas will give you areas of the texture that are always 100% iluminated, and black areas where the lighting matches that of the applied lights (as by Forge). Grey areas are anything in between. This lets you use bright lights (white) and dim lights (grey), and unlit areas (black). Hope this helps. (btw; how does one embed images in the text of a post rather than tack it on the end?) |
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