Glowing Eyes? [Solved]

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Glowing Eyes? [Solved]

Post by SpartanA259 »

So im trying to make a units eyes glow like in Nazi Zombies but I cant figure out how. I have searched and came across this.
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Re: Glowing Eyes

Post by DarthD.U.C.K. »

interesting.....
Hidden/Spoiler:
to make somebodys eyes glow you have to edit their material though hexediitng and activate glow. you can control the glowstrength through the textures alphachannel but everything with glow will still be really bright and not affected by any lighting even though the glowstrength is a low as possible. therefore the eyes need to have a seperate material from the rest of the unit which can only be done through xsi.
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Re: Glowing Eyes

Post by SpartanA259 »

So if im going to have to use XSI how would I make the eyes seperate from the rest of the model. I dont know to much about modeling. Im trying to make the Imperial Officer in the dress uniform not armor like the stock one have the glowing eyes kind of like this -
Hidden/Spoiler:
ImageHe's happy.
Usually his eyes would be glowing like a cars head lights out of his head.
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Re: Glowing Eyes

Post by DarthD.U.C.K. »

its not just separating the eyes, you also have to envelope the model so that the arms and legs move with the bones. for that a moderate knowledge of xsi is needed. also, the smaller the glowing surface is, the less it will have the glow bloom. the magnagauards eyes also glow and you ca hardly notice that ingame.
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Re: Glowing Eyes

Post by SpartanA259 »

Ok thanks for the help. :)
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Re: Glowing Eyes

Post by kinetosimpetus »

What about making the eyes an addon mesh? If the only change you want to make to the model is the eyes, this should work, and be much easier than enveloping.
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Re: Glowing Eyes

Post by Jaspo »

A shortcut that would kind of work would be to add light bloom to the whole texture, but considerably darken everything but the eyes (use the "multiply" layer blending option in the GIMP or Photoshop)...so that the "glowing" body looks about normal and the eyes glow. Downsides are that shadows won't effect the body normally, and the texture might look a bit funny.
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Re: Glowing Eyes

Post by AQT »

If you use Jaspo's method, then use it in conjuction with an alpha channel on the texture covering the parts that you do not want to glow as DarthD.U.C.K. had mentioned. However, kinetosimpetus's method would be the best option, in my opinion. It can also be used for applying an environment map to a certain part of a model as well.
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Re: Glowing Eyes

Post by SpartanA259 »

Ok if I use kinetosimpetus method how would I make the eyes an addon?
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Re: Glowing Eyes

Post by DarthD.U.C.K. »

it requires a bit xsi knowledge. you convert model to obj, import into xsi, delete everything but they eyes, move them a bit forward so they wont interset with the actual eyes on the model and then make them an addonmesh(you cna find a tutorial about that in the xsi faqthread).
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Re: Glowing Eyes

Post by THEWULFMAN »

A side note: You can make addons in Blender, I have done it many times. It takes a lot of trial and error(and guesswork) but it can be done. More recently however I make the model, then hand it over to someone in FWMT that can use XSI.
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Re: Glowing Eyes

Post by Cerfon Rournes »

THEWULFMAN wrote: It takes a lot of trial and error(and guesswork)..
Tutorial for new-ones in XSI, addon mesh wrote:
Hidden/Spoiler:
Universal Addon Setup in XSI(Tutorial by AceMastermind)
This tutorial explains how to setup any kind of addon(e.g. hat, backpack, leg or arm accessory, etc) in XSI that you can attach to any bone ingame, in other words you won't have to figure out how to rotate your addon for it to appear properly attached to the unit because the software tools do most of the work for you.

1. Import Unit_Template_Beta into your scene(for position reference)
2. Create your addon mesh(a single object preferably, merge parts if needed)
3. Position the addon on the Unit where you want it
4. Freeze the Transforms on your addon(Transform>Freeze All Transforms)
5. Create a Null and name it dummyroot
6. With dummyroot selected go Transform>Match All Transforms
then select the apropriate bone that you want the addon attached to ingame
(e.g. for a hat select bone_head and this will be your AddonAttachJoint in the ODF code)
7. Select dummyroot and press the / key(forward slash) then left click your addon;
right click to end pick session
8. In the Explorer middle click dummyroot and export.

And you're done, yes it is that simple and all that's left is for you to setup your unit's odf with the 3 lines of code outlined in MandeRek's tutorial above.

The tutorials in this topic work for SWBF1 and SWBF2
If you use this tuto, you can make an addon msh in one try. I have done it myself. :wink:
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Re: Glowing Eyes

Post by THEWULFMAN »

Cerfon Rournes wrote:
THEWULFMAN wrote: It takes a lot of trial and error(and guesswork)..
Tutorial for new-ones in XSI, addon mesh wrote:
Hidden/Spoiler:
Universal Addon Setup in XSI(Tutorial by AceMastermind)
This tutorial explains how to setup any kind of addon(e.g. hat, backpack, leg or arm accessory, etc) in XSI that you can attach to any bone ingame, in other words you won't have to figure out how to rotate your addon for it to appear properly attached to the unit because the software tools do most of the work for you.

1. Import Unit_Template_Beta into your scene(for position reference)
2. Create your addon mesh(a single object preferably, merge parts if needed)
3. Position the addon on the Unit where you want it
4. Freeze the Transforms on your addon(Transform>Freeze All Transforms)
5. Create a Null and name it dummyroot
6. With dummyroot selected go Transform>Match All Transforms
then select the apropriate bone that you want the addon attached to ingame
(e.g. for a hat select bone_head and this will be your AddonAttachJoint in the ODF code)
7. Select dummyroot and press the / key(forward slash) then left click your addon;
right click to end pick session
8. In the Explorer middle click dummyroot and export.

And you're done, yes it is that simple and all that's left is for you to setup your unit's odf with the 3 lines of code outlined in MandeRek's tutorial above.

The tutorials in this topic work for SWBF1 and SWBF2
If you use this tuto, you can make an addon msh in one try. I have done it myself. :wink:
That's using XSI, not Blender.
Last edited by THEWULFMAN on Sun Oct 09, 2011 12:58 pm, edited 1 time in total.
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Re: Glowing Eyes

Post by Cerfon Rournes »

^Oops, my mistake.
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Re: Glowing Eyes

Post by Fiodis »

Cerfon Rournes wrote:^Oops, my mistake.
That's okay; all you have to do is change your initial statement to:
Cerfon Rournes wrote:If you use this tuto and learn the very basics of XSI, you can make an addon msh in one try. I have done it myself. :wink:
There's no real need to use Blender here to make things easier, since what the OP wants to do is already very simple, as Duck outlined above.
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Re: Glowing Eyes

Post by THEWULFMAN »

Fiodis wrote:
Cerfon Rournes wrote:^Oops, my mistake.
That's okay; all you have to do is change your initial statement to:
Cerfon Rournes wrote:If you use this tuto and learn the very basics of XSI, you can make an addon msh in one try. I have done it myself. :wink:
There's no real need to use Blender here to make things easier, since what the OP wants to do is already very simple, as Duck outlined above.


I simply pointed out that Blender can do it. A lot of people are uncomfortable with the non-user friendly interface XSI has. Blender is a lot easier to use generally. I'm only laying out options, and trying to help with my 2 cents. :)
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Re: Glowing Eyes

Post by Fiodis »

If you don't know how to use any 3D modelling program and you want to make models for BF2, you may as well learn XSI rather than learning Blender/Sketchup/something else just because people say it's got a more user-friendly interface. I learned XSI first and once I got enough practice in with it I didn't have too many problems. I wouldn't call the XSI interface user-unfriendly, though maybe that's because I don't have much experience with other programs. Still, I don't have that many issues with it and I don't think it's worth it to learn Blender/Sketchup/something else and then worry about conversions into an unfamiliar program just for the sake of using a possibly-better interface.
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