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Glowing textures

by Patrick Belford · in Torque Game Engine · 08/12/2004 (8:04 am) · 6 replies

Is it possible to create self-illuminated textures ( like a fluorescent panel) in either the mission editor or Quark?

I want to use some pre-lit textures

Thanks in advance

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  • #1
    08/12/2004 (11:14 am)
    More to the point:

    Does TGE support emissive texture maps/materials? Or would this need to be implemented? Anyone messed around with this?

    Thanks,
    Kevin
    #2
    08/12/2004 (2:31 pm)
    You can mark a texture as self-illuminating. Glow buffers and the like are the domain of TSE, though.
    #3
    08/12/2004 (3:11 pm)
    Can you give me a run-down on how to mark the textures?

    I have a short timeline and I am new to Quark/Torque.

    Thanks very much
    #4
    08/12/2004 (3:13 pm)
    Thanks, Ben. For Patrick's (and my) benefit, are you saying the texture gets marked as self-illuminating in the editor (Quark, Hammer, Gamespace, etc.)? Are we talking about interiors, models, or both?

    Also, when you say "self-illuminating", are we talking the texture is always full-bright? Or...?

    Yeah, emissive materials could be easily implemented with a shader program. However, we've seen these effects since at least Quake 2, so of course they can be implemented sans shaders. (Actually, Quake 2 had a rather sophisticated light map implementation with radiosity calculated from textures...)

    I assume from your reply that I'm gonna hafta come up with something on my own if I want glowing things like computer displays or control panel lights. =)

    Kevin
    #5
    08/12/2004 (10:35 pm)
    I'm not sure on the details. It might be a naming convention for the texture file, or maybe some sort of config file. In-engine it's just implemented as a fullbright texture; you can adjust the lighter in map2dif as you like (or use the radiosity solution). I fear in this area I'm full of vague ideas with no specifics. ;) Sorry! Perhaps someone more knowledgeable about the specifics can help you out more effectively...
    #6
    08/14/2004 (12:37 pm)
    Ok. Well, maybe this thread would attract the attention of those in the know if it were moved to the Engine forum...