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How do you get existing objects to glow?

Posted: Fri Jul 27, 2012 4:08 pm
by Glitch25
I downloaded the asset for the Hyena Bomber (I plan on replacing General Grievous' Starfighter with it). It's an incredible model. But I want the sensors (eyes) to glow like the Vulture droid's sensors do. How can I accomplish this?

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Re: How do you get existing objects to glow?

Posted: Fri Jul 27, 2012 10:09 pm
by yuke5
You might be able to get the eyes to glow by hex-editing them.

http://www.gametoast.com/forums/viewtop ... 27&t=24851

You'll need to find the fifth furthest from the ATRB line on the chunk you want to make glow. If the that number is 00, change it to 03. "03" stands for emissive, and glow. However, if the value is not 03, you'll need to have a value which retains the properties of the original AND add the values for emissive and glow. So let's say the fifth value is 04 (single-sided) . You would need to change it to 07 (single-sided, emissive, and glow). Here is a chart with all possible values so you can identify what possible values that fifth place value might be.
Hidden/Spoiler:
Hex | Flag/s
00 = Nothing
01 = Emissive
02 = Glow
03 = Emissive, Glow
04 = Singlesided
05 = Emissive, Singlesided
06 = Glow, Singlesided
07 = Emissive, Glow, Singlesided
08 = Doublesided
09 = Emissive, Doublesided
0A = Glow, Doublesided
0B = Emissive, Glow, Doublesided

10 = Hardedged
11 = Emissive, Hardedged
12 = Glow, Hardedged
13 = Emissive, Glow, Hardedged
14 = Singlesided, Hardedged
15 = Emissive, Singlesided, Hardedged
16 = Glow, Singlesided, Hardedged
17 = Emissive, Glow, Singlesided, Hardedged
18 = Doublesided, Hardedged
19 = Emissive, Doublesided, Hardedged
1A = Glow, Doublesided, Hardedged
1B = Emissive, Glow, Doublesided, Hardedged

20 = Per-Pixel Lighting
21 = Emissive, Per-Pixel Lighting
22 = Glow, Per-Pixel Lighting
23 = Emissive, Glow, Per-Pixel Lighting
24 = Singlesided, Per-Pixel Lighting
25 = Emissive, Singlesided, Per-Pixel Lighting
26 = Glow, Singlesided, Per-Pixel Lighting
27 = Emissive, Glow, Singlesided, Per-Pixel Lighting
28 = Doublesided, Per-Pixel Lighting
29 = Emissive, Doublesided, Per-Pixel Lighting
2A = Glow, Doublesided, Per-Pixel Lighting
2B = Emissive, Glow, Doublesided, Per-Pixel Lighting

30 = Hardedged, Per-Pixel Lighting
31 = Emissive, Hardedged, Per-Pixel Lighting
32 = Glow, Hardedged, Per-Pixel Lighting
33 = Emissive, Glow, Hardedged, Per-Pixel Lighting
34 = Singlesided, Hardedged, Per-Pixel Lighting
35 = Emissive, Singlesided, Hardedged, Per-Pixel Lighting
36 = Glow, Singlesided, Hardedged, Per-Pixel Lighting
37 = Emissive, Glow, Singlesided, Hardedged, Per-Pixel Lighting
38 = Doublesided, Hardedged, Per-Pixel Lighting
39 = Emissive, Doublesided, Hardedged, Per-Pixel Lighting
3A = Glow, Doublesided, Hardedged, Per-Pixel Lighting
3B = Emissive, Glow, Doublesided, Hardedged, Per-Pixel Lighting

40 = Additive
41 = Emissive, Additive
42 = Glow, Additive
43 = Emissive, Glow, Additive
44 = Singlesided, Additive
45 = Emissive, Singlesided, Additive
46 = Glow, Singlesided, Additive
47 = Emissive, Glow, Singlesided, Additive
48 = Doublesided, Additive
49 = Emissive, Doublesided, Additive
4A = Glow, Doublesided, Additive
4B = Emissive, Glow, Doublesided, Additive

50 = Hardedged, Additive
51 = Emissive, Hardedged, Additive
52 = Glow, Hardedged, Additive
53 = Emissive, Glow, Hardedged, Additive
54 = Singlesided, Hardedged, Additive
55 = Emissive, Singlesided, Hardedged, Additive
56 = Glow, Singlesided, Hardedged, Additive
57 = Emissive, Glow, Singlesided, Hardedged, Additive
58 = Doublesided, Hardedged, Additive
59 = Emissive, Doublesided, Hardedged, Additive
5A = Glow, Doublesided, Hardedged, Additive
5B = Emissive, Glow, Doublesided, Hardedged, Additive

60 = Per-Pixel Lighting, Additive
61 = Emissive, Per-Pixel Lighting, Additive
62 = Glow, Per-Pixel Lighting, Additive
63 = Emissive, Glow, Per-Pixel Lighting, Additive
64 = Singlesided, Per-Pixel Lighting, Additive
65 = Emissive, Singlesided, Per-Pixel Lighting, Additive
66 = Glow, Singlesided, Per-Pixel Lighting, Additive
67 = Emissive, Glow, Singlesided, Per-Pixel Lighting, Additive
68 = Doublesided, Per-Pixel Lighting, Additive
69 = Emissive, Doublesided, Per-Pixel Lighting, Additive
6A = Glow, Doublesided, Per-Pixel Lighting, Additive
6B = Emissive, Glow, Doublesided, Per-Pixel Lighting, Additive

70 = Hardedged, Per-Pixel Lighting, Additive
71 = Emissive, Hardedged, Per-Pixel Lighting, Additive
72 = Glow, Hardedged, Per-Pixel Lighting, Additive
73 = Emissive, Glow, Hardedged, Per-Pixel Lighting, Additive
74 = Singlesided, Hardedged, Per-Pixel Lighting, Additive
75 = Emissive, Singlesided, Hardedged, Per-Pixel Lighting, Additive
76 = Glow, Singlesided, Hardedged, Per-Pixel Lighting, Additive
77 = Emissive, Glow, Singlesided, Hardedged, Per-Pixel Lighting, Additive
78 = Doublesided, Hardedged, Per-Pixel Lighting, Additive
79 = Emissive, Doublesided, Hardedged, Per-Pixel Lighting, Additive
7A = Glow, Doublesided, Hardedged, Per-Pixel Lighting, Additive
7B = Emissive, Glow, Doublesided, Hardedged, Per-Pixel Lighting, Additive

80 = Specular
81 = Emissive, Specular
82 = Glow, Specular
83 = Emissive, Glow, Specular
84 = Singlesided, Specular
85 = Emissive, Singlesided, Specular
86 = Glow, Singlesided, Specular
87 = Emissive, Glow, Singlesided, Specular
88 = Doublesided, Specular
89 = Emissive, Doublesided, Specular
8A = Glow, Doublesided, Specular
8B = Emissive, Glow, Doublesided, Specular

90 = Hardedged, Specular
91 = Emissive, Hardedged, Specular
92 = Glow, Hardedged, Specular
93 = Emissive, Glow, Hardedged, Specular
94 = Singlesided, Hardedged, Specular
95 = Emissive, Singlesided, Hardedged, Specular
96 = Glow, Singlesided, Hardedged, Specular
97 = Emissive, Glow, Singlesided, Hardedged, Specular
98 = Doublesided, Hardedged, Specular
99 = Emissive, Doublesided, Hardedged, Specular
9A = Glow, Doublesided, Hardedged, Specular
9B = Emissive, Glow, Doublesided, Hardedged, Specular

A0 = Per-Pixel Lighting, Specular
A1 = Emissive, Per-Pixel Lighting, Specular
A2 = Glow, Per-Pixel Lighting, Specular
A3 = Emissive, Glow, Per-Pixel Lighting, Specular
A4 = Singlesided, Per-Pixel Lighting, Specular
A5 = Emissive, Singlesided, Per-Pixel Lighting, Specular
A6 = Glow, Singlesided, Per-Pixel Lighting, Specular
A7 = Emissive, Glow, Singlesided, Per-Pixel Lighting, Specular
A8 = Doublesided, Per-Pixel Lighting, Specular
A9 = Emissive, Doublesided, Per-Pixel Lighting, Specular
AA = Glow, Doublesided, Per-Pixel Lighting, Specular
AB = Emissive, Glow, Doublesided, Per-Pixel Lighting, Specular

B0 = Hardedged, Per-Pixel Lighting, Specular
B1 = Emissive, Hardedged, Per-Pixel Lighting, Specular
B2 = Glow, Hardedged, Per-Pixel Lighting, Specular
B3 = Emissive, Glow, Hardedged, Per-Pixel Lighting, Specular
B4 = Singlesided, Hardedged, Per-Pixel Lighting, Specular
B5 = Emissive, Singlesided, Hardedged, Per-Pixel Lighting, Specular
B6 = Glow, Singlesided, Hardedged, Per-Pixel Lighting, Specular
B7 = Emissive, Glow, Singlesided, Hardedged, Per-Pixel Lighting, Specular
B8 = Doublesided, Hardedged, Per-Pixel Lighting, Specular
B9 = Emissive, Doublesided, Hardedged, Per-Pixel Lighting, Specular
BA = Glow, Doublesided, Hardedged, Per-Pixel Lighting, Specular
BB = Emissive, Glow, Doublesided, Hardedged, Per-Pixel Lighting, Specular

C0 = Additive, Specular
C1 = Emissive, Additive, Specular
C2 = Glow, Additive, Specular
C3 = Emissive, Glow, Additive, Specular
C4 = Singlesided, Additive, Specular
C5 = Emissive, Singlesided, Additive, Specular
C6 = Glow, Singlesided, Additive, Specular
C7 = Emissive, Glow, Singlesided, Additive, Specular
C8 = Doublesided, Additive, Specular
C9 = Emissive, Doublesided, Additive, Specular
CA = Glow, Doublesided, Additive, Specular
CB = Emissive, Glow, Doublesided, Additive, Specular

D0 = Hardedged, Additive, Specular
D1 = Emissive, Hardedged, Additive, Specular
D2 = Glow, Hardedged, Additive, Specular
D3 = Emissive, Glow, Hardedged, Additive, Specular
D4 = Singlesided, Hardedged, Additive, Specular
D5 = Emissive, Singlesided, Hardedged, Additive, Specular
D6 = Glow, Singlesided, Hardedged, Additive, Specular
D7 = Emissive, Glow, Singlesided, Hardedged, Additive, Specular
D8 = Doublesided, Hardedged, Additive, Specular
D9 = Emissive, Doublesided, Hardedged, Additive, Specular
DA = Glow, Doublesided, Hardedged, Additive, Specular
DB = Emissive, Glow, Hardedged, Additive, Specular

E0 = Per-Pixel Lighting, Additive, Specular
E1 = Emissive, Per-Pixel Lighting, Additive, Specular
E2 = Glow, Per-Pixel Lighting, Additive, Specular
E3 = Emissive, Glow, Per-Pixel Lighting, Additive, Specular
E4 = Singlesided, Per-Pixel Lighting, Additive, Specular
E5 = Emissive, Singlesided, Per-Pixel Lighting, Additive, Specular
E6 = Glow, Singlesided, Per-Pixel Lighting, Additive, Specular
E7 = Emissive, Glow, Singlesided, Per-Pixel Lighting, Additive, Specular
E8 = Doublesided, Per-Pixel Lighting, Additive, Specular
E9 = Emissive, Doublesided, Per-Pixel Lighting, Additive, Specular
EA = Glow, Doublesided, Per-Pixel Lighting, Additive, Specular
EB = Emissive, Glow, Doublesided, Per-Pixel Lighting, Additive, Specular

F0 = Hardedged, Per-Pixel Lighting, Additive, Specular
F1 = Emissive, Hardedged, Per-Pixel Lighting, Additive, Specular
F2 = Glow, Hardedged, Per-Pixel Lighting, Additive, Specular
F3 = Emissive, Glow, Hardedged, Per-Pixel Lighting, Additive, Specular
F4 = Singlesided, Hardedged, Per-Pixel Lighting, Additive, Specular
F5 = Emissive, Singlesided, Hardedged, Per-Pixel Lighting, Additive, Specular
F6 = Glow, Singlesided, Hardedged, Per-Pixel Lighting, Additive, Specular
F7 = Emissive, Glow, Singlesided, Hardedged, Per-Pixel Lighting, Additive, Specular
F8 = Doublesided, Hardedged, Per-Pixel Lighting, Additive, Specular
F9 = Emissive, Doublesided, Hardedged, Per-Pixel Lighting, Additive, Specular
FA = Glow, Doublesided, Hardedged, Per-Pixel Lighting, Additive, Specular
FB = Emissive, Glow, Doublesided, Hardedged, Per-Pixel Lighting, Additive, Specular
All of this being said, it may not even work. If the model's eyes aren't a separate ATRB chunk from the main model, it may be impossible to make the glow via hex editing.

Re: How do you get existing objects to glow?

Posted: Fri Jul 27, 2012 10:23 pm
by Marth8880
You could likely just give it a glow map, but I've never created one and I don't know how.

Re: How do you get existing objects to glow?

Posted: Fri Jul 27, 2012 10:24 pm
by willinator
The thing is, you have to be specific which model section you enable glow for. Any material with glow enabled won't be lit properly.

Re: How do you get existing objects to glow?

Posted: Fri Jul 27, 2012 10:26 pm
by yuke5
For example, if you edit wrong ATRB chunk, the entire droid might glow. (I think.) :shock:

Re: How do you get existing objects to glow?

Posted: Fri Jul 27, 2012 10:52 pm
by AQT
This particular model is not set up to have those eyes use a seperate material and/or be its own MODL/SEGM. You also can't use a glow map to "mask" out the parts you don't want to glow. That's not how it works. So in this case, you will just have to do the seperation in XSI. Or you can turn the eyes on the stock Vulture Droid into an addon mesh positioned over the eyes of this model, and then you can hex edit the addon mesh onto this model.
yuke5 wrote:You'll need to find the fifth furthest from the ATRB line on the chunk you want to make glow. If the that number is 00, change it to 03. "03" stands for emissive, and glow.
I personally use 02, which is glow only. Having both emissive colors and glow at the same time is somewhat redunant.

Re: How do you get existing objects to glow?

Posted: Sat Jul 28, 2012 3:24 pm
by Glitch25
Alright. Thanks everybody! I appreciate the help. :D