Game Development Community

Getting 'Luminance Masking Interior Textures' to work.

by Jason · in Artist Corner · 12/08/2005 (7:25 pm) · 7 replies

Hiya, recently i've been trying to get a certain effect to work on my dif structures. The resource i've been following is this one:

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4962

It seems some people were having trouble understanding what was exactly going on until the creator sent them the actual texture files, however he hasn't replied for years. I've been trying to get it to work for a while now and was wondering if anyone else has been successful?

Right now i have the env texture, which is a plain white 32x32 png file, one 'wall' texture that is opaque except for a strip in the middle where i want it to 'glow'. I apply this texture to the brush in 3DWS, then export it to torque. I get the texture, normally lit, with plain white where the 1% transparency was. Am i doing anything stupid?

About the author

Recent Threads


#1
02/08/2006 (11:19 pm)
Did you get this to work? I would like to know how I can make a lava pit. I have a rectangular brush in my map in Quark and I've mapped a lava texture to it. I need to know how to make it luminent.

I would also like to know how to animate the texture so it looks like it is bubbling and moving.
#2
02/09/2006 (6:46 am)
Check out the Torque Lighting Kit. It should be able to do both of these (definitely the lava).
#3
02/09/2006 (4:00 pm)
Yep I just checked that out and I wasn't overly impressed. I mean it looks great in the screen shots, but I can't see the difference between the TLK and just using lights in difs and fxLights in the scene.

There doesn't seem to be enough information on the website to convey it's benefits. Is there a whitepaper available on TLK?
#4
02/09/2006 (4:17 pm)
You can change the liquid type of a waterblock to lava or hot lava as well. Then, adding particles and dynamic lights to the scene can make it look rather impressive. Check out the screens for the RTS environment pack in the screenshots gallery.
#5
02/09/2006 (4:51 pm)
Yep that sounds do-able but what if wanted something like this...[quickly sketches something] with lots of monsters splashing around in the lava? Sort of Roman Baths for Demons. Not something that could be handled by one water block, and an inefficient use of water blocks if outside there was a lake or something. This would need to be mainly a DIF with some particle effects for steam and lighting for the glow.
www.drewfx.com/Torque/MasterCrypt_Chamber.JPG
#6
02/09/2006 (8:59 pm)
Looks like something out of Indiana Jones and the Fate of Atlantis... hehe...
#7
02/10/2006 (5:29 pm)
Was that game any good? So any more idea on how I could achieve this? The only thing I can think of right now is putting lights right next to the lava to force it to be lit - but that wouldn't animation it. Anyone else achieved this sort of thing using Quark? Maybe CShop can do full bright textures?