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.
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.
#2
example of code (from earlier TLK):
And the result:
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:
#3
09/24/2007 (11:35 pm)
@Stephan: Mind showing more of your project? The screenie looks awesome!
#4
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).

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
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).

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. :-)
#8
I'll have to play with the settings to get them dulled down a tad, but thankyou. :-)
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. :-)
Torque Owner Tim Heldna
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.