I havent been able to get the glow feature working.
In the docs it seems to ishow that Pandemic had a slightly more advanced Edit Flags script that had a lighting drop down bar (ours doesnt)
All I can make out is that the Glow parts of a texture are done using alpha channels.
We need 'GLOW'
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Lord-Bandu
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RE: We need
*prod*
Anybody find a way to get glow working?
Anybody find a way to get glow working?
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Lord-Bandu
RE: We need
No .
Looks like the PAN guys are either working on the final release of the tools or theyve deserted us.
One of them said that theyd speak to some1 at PAN on how to add the glow/bloom/hdr to custom objects but he hasnt been here for ages ( i know cos he hasnt read my last PM to him which i sent a month or 2 ago).
Iv been trying everything with the edit flags script and messing with the materials of objects but got nowhere.
Its a shame cos most of my models rely on having a glow to them to add some life.
Looks like the PAN guys are either working on the final release of the tools or theyve deserted us.
One of them said that theyd speak to some1 at PAN on how to add the glow/bloom/hdr to custom objects but he hasnt been here for ages ( i know cos he hasnt read my last PM to him which i sent a month or 2 ago).
Iv been trying everything with the edit flags script and messing with the materials of objects but got nowhere.
Its a shame cos most of my models rely on having a glow to them to add some life.
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Leviathan
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RE: We need
Lord-Bandu, are really sure that the "feature" you have tried to call in order to add a "glow" effect to some of your own meshes isn't only reserved to the Advanced version of Softimage|XSI ? (Indeed, as far as I know, you were recently working with the Foundation one, so it might be one origin of your current problem...)
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Lord-Bandu
RE: We need
Dont think thats the problem. The Edit FLags script that came with the swbf2 tools is pretty much completely useless.
I kinda fixed this (to a point) by using the fixed SWBF1 edit flags script but it looks as tho the LIGHTING tab , that is in the edit flags Pandemic used, isnt on any edit flags version we got and if you look in the Materials Documentation they didnt add the instructions on how to achieve glow . They only added a line to the effect of 'add some comments about GLOW' under the LIGHTING tab instructions.
I have tried and tried but I just cant get a polygon to Glow! . I have inspected models and know the ways they did it EXCEPT for the edit flags part.
No-one seems to know ... not any modder , not PAN KAiser , not Fred ...no-one. This has gone on since SWBF1 modding .Im gettin really annoyed at it all.
I kinda fixed this (to a point) by using the fixed SWBF1 edit flags script but it looks as tho the LIGHTING tab , that is in the edit flags Pandemic used, isnt on any edit flags version we got and if you look in the Materials Documentation they didnt add the instructions on how to achieve glow . They only added a line to the effect of 'add some comments about GLOW' under the LIGHTING tab instructions.
I have tried and tried but I just cant get a polygon to Glow! . I have inspected models and know the ways they did it EXCEPT for the edit flags part.
No-one seems to know ... not any modder , not PAN KAiser , not Fred ...no-one. This has gone on since SWBF1 modding .Im gettin really annoyed at it all.
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Just as a test, I added a glow to a sphere in XSI and did the appropriate things to get it into the game. There was no glow on the object.
However, I brought in an object from felucia (fel1_bldg_bladder), and it has glow on it without me adjusting any lighting parameters at all. The odf for the object doesn't have any strange properties, so the glow does seem to be in the msh itself.
fel1_bldg_segmented also has a glow to it. Both of these objects have alpha channels in their tga and also have a _bump associated with them.
Don't know if any of that helps, but might spark ideas for troubleshooting this one.
However, I brought in an object from felucia (fel1_bldg_bladder), and it has glow on it without me adjusting any lighting parameters at all. The odf for the object doesn't have any strange properties, so the glow does seem to be in the msh itself.
fel1_bldg_segmented also has a glow to it. Both of these objects have alpha channels in their tga and also have a _bump associated with them.
Don't know if any of that helps, but might spark ideas for troubleshooting this one.
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