Game Development Community

How to implement a glow effect in tge 1.5.2?

by Mike Rowley · in Torque Game Engine · 09/24/2007 (7:33 pm) · 8 replies

I have some lights I made and I need them to glow as if they were lit. I have searched all 4 versions of tge that I have, but can't find anything that would help. I looked at the halo effect that came with 1.4, but that does nothing for me.

Here's what I have:
3dcentral.net/DeleD/screens/needGlow.jpg

I know in the lighting kit there was a sign that had glowing letters, but, short of redownloading it, I have no idea how that was done.
Any help would be greatly appreciated.

edit: [img] tags aren't working. Made it a link.

#1
09/24/2007 (10:06 pm)
3dcentral.net/DeleD/screens/needGlow.jpg
This site uses [image] tags.

Would self illumination be enough for your needs (aka an emission map)? You can export these from Max, don't know about other modeling packages.
#2
09/24/2007 (11:06 pm)
Use a static light with a flare/corona effect scripts are in common/lighting/lights, or use the TLK editor once hitting F11 (editor mode):

example of code (from earlier TLK):
className = "sgUniversalStaticLightData";

  LightOn = "1";

  Radius = "10";

  Brightness = "1";

  Colour = "1.000000 1.000000 1.000000 1.000000";

  FlareOn = "1";

  FlareTP = "1";
  FlareBitmap = "common/lighting/corona";
  FlareColour = "1.000000 1.000000 1.000000 1.000000";

  ConstantSizeOn = "0";

  ConstantSize = "25";

  NearSize = "25";

  FarSize = "10";

  NearDistance = "10";

  FarDistance = "30";

  FadeTime = "0.1";

  BlendMode = "0";

  AnimColour = "0";

  AnimBrightness = "0";

  AnimRadius = "0";

  AnimOffsets = "0";

  AnimRotation = "0";

  LinkFlare = "1";

  LinkFlareSize = "0";

  MinColour = "0.000000 0.000000 0.000000 1.000000";

  MaxColour = "1.000000 1.000000 1.000000 1.000000";

  MinBrightness = "0";

  MaxBrightness = "1";

  MinRadius = "0.1";

  MaxRadius = "20";

  StartOffset = "-5 0 0";

  EndOffset = "5 0 0";

  MinRotation = "0";

  MaxRotation = "359";

  SingleColourKeys = "1";

  RedKeys = "AZA";

  GreenKeys = "AZA";

  BlueKeys = "AZA";

  BrightnessKeys = "AZA";

  RadiusKeys = "AZA";

  OffsetKeys = "AZA";

  RotationKeys = "AZA";

  ColourTime = "5";

  BrightnessTime = "5";

  RadiusTime = "5";

  OffsetTime = "5";

  RotationTime = "5";

  LerpColour = "1";

  LerpBrightness = "1";

  LerpRadius = "1";

  LerpOffset = "1";

  LerpRotation = "1";

  StaticLight = "1";

  SpotLight = "0";

  SpotAngle = "1";

  AdvancedLightingModel = "1";

  EffectsDTSObjects = "1";

  CastsShadows = "1";

  DiffuseRestrictZone = "0";

  AmbientRestrictZone = "0";

  LocalAmbientAmount = "0";

  SmoothSpotLight = "0";

  DoubleSidedAmbient = "0";

And the result:
www.dark-wind.com/images/buildings/building29.jpg
#3
09/24/2007 (11:35 pm)
@Stephan: Mind showing more of your project? The screenie looks awesome!
#4
09/25/2007 (12:17 am)
@Martin: thanks, made my day! 8-)

Well, this is a single track that has been designed for Darkwind: War On Wheels

Here is another screenshot from a night track before I set the glowing effect (in older TLK it wasn't very easy to figure, so I only discovered it this week-end).
www.dark-wind.com/images/buildings/building10.jpg
I posted a few wilderness screenies in this blog, they were development shots, I probable added a few trees and cactii since then.
We are using terrain tilling without limit, though players are hardly crossing more than 3 in a row. There are of course a few issues with baked shadows, but it doesn't stop the fun.

I'm currently working on a batch of 15 new wilderness terrains.

Edit: fixed badly written tag, sorry
#5
09/25/2007 (12:18 am)
For the record: for my lights, as shown on the picture, I use 2 light emitters, 1 spot for directionnal lighting and another one to enlight the lightpole itself, this is the code script I'm showing.
#6
09/25/2007 (7:22 am)
Looking very good, Stephan! Didn't think this is possible with TGE. :-)
#7
09/25/2007 (8:23 am)
Here is another screenshot of the previous feature in action ;)

www.frekkr.com/~darkwind/trench.jpg
#8
09/26/2007 (8:29 pm)
Thankyou. :-) That worked Great.

I'll have to play with the settings to get them dulled down a tad, but thankyou. :-)