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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?