Self-Illumination maps?
by Maddermadcat · in Artist Corner · 03/23/2007 (2:17 pm) · 4 replies
Does TGE support Self-Illumination maps? My model has a lot of little glow details, and cutting the model to apply a different material would increase the poly count.
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#2
03/23/2007 (4:26 pm)
No they dont.
#3
@T Squared: Is there any way around it (without cutting up my model)?
03/23/2007 (5:39 pm)
@David: I didn't mean glow shaders... What modernization kit are you talking about?@T Squared: Is there any way around it (without cutting up my model)?
#4
The material flags have a "Self Illuminating" bit. In the maya exporter, set the shaderGlow on your lambert shader for the material to something larger than 0.1 to enable this bit. I'm not sure what exactly you set for other exporters.
I haven't tested this yet, but I will eventually, I need this feature as well. :)
EDIT: Oops, I'm an idiot, I didn't read your question carefully. You were asking about doing this with a map. Sorry.
Joel
03/24/2007 (10:20 am)
I think maddermadcat is just taking about textures (like a lampshade or a computer console with blinking lights) that you want to appear fullbright and not get standard lighting applied lit. It looks like it is supported.The material flags have a "Self Illuminating" bit. In the maya exporter, set the shaderGlow on your lambert shader for the material to something larger than 0.1 to enable this bit. I'm not sure what exactly you set for other exporters.
I haven't tested this yet, but I will eventually, I need this feature as well. :)
EDIT: Oops, I'm an idiot, I didn't read your question carefully. You were asking about doing this with a map. Sorry.
Joel
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