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Glowing in ODFs
Posted: Tue Jun 16, 2009 11:49 pm
by CodaRez
Just wondering, in the properties section of the ODF is ther a line of text to define an objects glow?
If so what is it?
Or is it meant to be in another file.
Re: Glowing in ODFs
Posted: Wed Jun 17, 2009 12:09 am
by myers73
Code: Select all
[GameObjectClass]
ClassLabel = "Light"
[Properties]
Name = white_light_flicker
Color = "255 255 255"
OmniRadius = 4.0
FlickerType = StrobeRandom
FlickerPeriod = 0.5
ShadowCaster = 1
FlareIntensity = 0.0
ConeLength = 0.0
HaloRadius = 0.0
this is the odf for the lights on tantive. try using some of the lines from this.
Re: Glowing in ODFs
Posted: Wed Jun 17, 2009 2:03 am
by CodaRez
Can anyone explain which new line in that text actually does? Cus I bet adding this will make my object glare like the sun or something, which isn't what I want.
Re: Glowing in ODFs
Posted: Wed Jun 17, 2009 9:47 am
by FragMe!
You are talking about making parts of a msh glow correct.
Have a look at
this, it explains how it can be accomplished.
Re: Glowing in ODFs
Posted: Wed Jun 17, 2009 11:57 pm
by CodaRez
So with that method supposedly the .odf can be a normal blank prop type?
Re: Glowing in ODFs
Posted: Thu Jun 18, 2009 9:12 am
by Fiodis
It makes the mesh glow. The ODF has no choice in the matter. Yes, the ODF can just be a plain ODF.
It may also be mentioned that Rep's Meshtool can also apply glow rather than you having to hex it in. I think you would still need to apply a vertex map, correct?