How Much Glow can the SWBF2 Engine Handle?

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IronJaw
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How Much Glow can the SWBF2 Engine Handle?

Post by IronJaw »

How much glow can the SWBF2 engine handle? I'm thinking of something like this:

Mapping Glow:
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Armor Glow:
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by mswf »

I think that one of the only ways to find that out is by trying it out. (if you don't want to end up with a a lot of unusable assets, you could apply a bland glowmap to a stock object and then place a lot of them in one area. Then see if your game can handle it)
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by IronJaw »

Ok, I would have to learn how to add the glow effect then reskin some boxes, and place them in a dark map. Sounds easy. :) I'll try it.
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by Fiodis »

MeshTool for glow, though you'll also need a msh.option with a -vertexlighting condition and a lightglow.tga.
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by elfie »

If the game can't handle it, try using a large contrast in the light/dark parts of the texuture to give it the illusion as though it is glowing. This will also keep your game from getting really laggy, which it will if it has to load a lot of texture info.
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by Teancum »

You could probably do it, but you're looking at re-exporting every model you need with the updates you need. If you're up for it I say awesome (Tron 2.0 was awesome) but this is a lot of hours just to get the models you want. Player models you're looking about 10-15 hours, plus any other models you need. Just warning ya ahead of time.
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by RogueKnight »

IronJaw wrote:How much glow can the SWBF2 engine handle?
1.21 gigawatts.
Kudos to anyone who names the quote.
Teancum wrote:You could probably do it, but you're looking at re-exporting every model you need with the updates you need. If you're up for it I say awesome (Tron 2.0 was awesome) but this is a lot of hours just to get the models you want. Player models you're looking about 10-15 hours, plus any other models you need. Just warning ya ahead of time.
\
If you use Meshtool for glow, since you can only apply glow to the texture as a whole, the UVing is gonna be a major pain just to get it right, let alone make it good.

All in all, too much work for not enough return.
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by IronJaw »

Would that quote be "Back to the Future" or "Tron"?

Hmmmm..... I thought it would be as easy as high lighting the color and click "glow." :roll:
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by Fiodis »

Unfortunately it's not. However, I have yet to experiment with custom glowmaps; there may be hope there to make certain parts of a single texture glow, while leaving the rest of the texture non-glowish.
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by AceMastermind »

Fiodis wrote:...there may be hope there to make certain parts of a single texture glow, while leaving the rest of the texture non-glowish.
You mean like THIS? The black and white texture used in this example was to demonstrate how the lighter colors of the diffuse texture will glow while the darker colors will not(or at least not as much) even when UVed on the same flagged polygon.
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by Fiodis »

Yeah, kinda like that. So you can use a glowmap to specify which parts you want to glow?
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Re: How Much Glow can the SWBF2 Engine Handle?

Post by AceMastermind »

Fiodis wrote:...So you can use a glowmap to specify which parts you want to glow?
I left a link to the example scene so anyone could play around with it and experiment with things like changing the diffuse colors or taking the glow texture and painting black stripes across it or whatever, download the Foundation 5.11 trial and install the Pandemic Tools then have a field day with it. :)
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