Glow
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FragMe!
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Re: Glow
Yes with a minor tweak, instead of a cube for you glowing part you can just use a grid (not sure of the equivalent in Blender) but basically a flat poly, which you would place just in front of the blue cube part. In XSI you would still do color at vertex map (once again not sure of equivalent in Blender) and set the flag (by hex editing if that is the way you choose to do it) you would also need a .option file with -vertexlighting as it's contents.
So if everything on the tree pattern is (other than the tree itself) is transparent you should get a good effect.
So if everything on the tree pattern is (other than the tree itself) is transparent you should get a good effect.
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ryukaji
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Re: Glow
Theres grids in blender, so I can do that, but I dont know what all the vertex lighting color stuff is cant I just hex edit it in like jaspo said? Ill give this a shot once I get a few minutes.
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FragMe!
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Re: Glow
If you will excuse me for borrowing your picture. This is a very quick version of what you are probably looking for. There are two versions the colors are derived by color at vertices that I was talking about, one was using white for the painting and light blue for the other. The door is the solid blue color and the pattern is with an alpha channel
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ryukaji
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Re: Glow
cool! so if the lighting was turned down it would show up a bit more bright right? That picture is just the designs on the gate to the mines of moria. If I get it working it will be on the side of a rock wall, and not blue. Now I just have to figure out how to get it to glow out of blender rather than xsi
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FragMe!
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Re: Glow
You can have it glow any color. Oh and just for comparision I included a version without the color at vertices map but the glow flag still on, which would be equal to the hex edited version.
You will notice there is no glow to it at all. Try looking under the render functions in blender that should be the most likely place for color mapping.
You will notice there is no glow to it at all. Try looking under the render functions in blender that should be the most likely place for color mapping.
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ryukaji
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Re: Glow
Wow. I can really tell the difference now
Do the cameras render functions actually get exported in the object? Also how come there is a green area on the left side of the door?
I think I will try to see what I can do with blender tomorrow
Do the cameras render functions actually get exported in the object? Also how come there is a green area on the left side of the door?
I think I will try to see what I can do with blender tomorrow
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FragMe!
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Re: Glow
No camera render functions don't get exported.
The green bit is because it was a really quick tga edit.
The green bit is because it was a really quick tga edit.
- Fiodis
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Re: Glow
Just a tip from a fellow LotR fan, Ryukajj, maybe it'd be better if you split that image in half and made a set of double doors; that's how it was shown in the movie. Otherwise it looks really nice!
Man, I've gotta get around to downloading Blender....
Man, I've gotta get around to downloading Blender....
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FragMe!
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Re: Glow
@Fiodis, that door was made in XSI just as a test of the lighting of the characters.
@Ryukajj
You could try the first method of glow that is shown in the tutorial DarthD.U.C.K. posted earlier, it doesn't require vertex mapping, so you can just hex edit the flag for glow but you will need to shine a light on it in ZE. Oh and you would still need to make the letters a separate piece of geometry, makes it easier to hex edit the flag for that particular piece and not the whole model.
Also the glow effect might not be as effective as the other method but...
@Ryukajj
You could try the first method of glow that is shown in the tutorial DarthD.U.C.K. posted earlier, it doesn't require vertex mapping, so you can just hex edit the flag for glow but you will need to shine a light on it in ZE. Oh and you would still need to make the letters a separate piece of geometry, makes it easier to hex edit the flag for that particular piece and not the whole model.
Also the glow effect might not be as effective as the other method but...
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RepSharpshooter
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Re: Glow
Don't forget that the latest version of Meshtool adds glow without manually hex editing.
For more customization, you can change the CLRL RGB value of the glow with hex editing after doing meshtool.
For more customization, you can change the CLRL RGB value of the glow with hex editing after doing meshtool.
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ryukaji
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Re: Glow
Hang on you should make something explaining how to use meshtool (if you already have can you link it?) cause I dont know how to work it...
Fiodis the door I made (no glow yet) it is double doors. I wish I could get animated doors working with the ZE animations cause then they could open/close but so far it doesnt work.....
Fiodis the door I made (no glow yet) it is double doors. I wish I could get animated doors working with the ZE animations cause then they could open/close but so far it doesnt work.....
- Maveritchell
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Re: Glow
This statement is mutually exclusive toryukaji wrote:the script was right,
this statement.ryukaji wrote:but the door never moved...
Either the script was wrong or the door moved. I will assume that you probably would have noticed the door moving, so that leaves us with the script being incorrect. I would suggest posting a topic about getting help with your animation if you are having trouble fixing that issue.


