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
I want to use some pre-lit textures
Thanks in advance
#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
I have a short timeline and I am new to Quark/Torque.
Thanks very much
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
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
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...
Torque 3D Owner Kevin Rogers
Does TGE support emissive texture maps/materials? Or would this need to be implemented? Anyone messed around with this?
Thanks,
Kevin