Glowing Weapon Part? [Solved]
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Glowing Weapon Part? [Solved]
Is it possible to add glow to a part of a weapon? (i.e scope perhaps)
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Re: Glowing Weapon Part?
Yes
Need to set the flags in XSI as well as doing a color at vertices map. There is a tutorial on it in the FAQ.
Edit Flags Explained (includes glow)
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Edit Flags Explained (includes glow)
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Re: Glowing Weapon Part?
Ok , it said there "colour the vertices, colouring the face has no effect"
What does that mean?
What does that mean?
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Re: Glowing Weapon Part?
It means rather than painting the polygon faces you paint from the vertices (points).
After setting the color at vertices property for your object press CTL W to call up the brush properties box and set the options as shown. You can size the brush as required but I find 0.01 works very well. The press shift W to paint.
After setting the color at vertices property for your object press CTL W to call up the brush properties box and set the options as shown. You can size the brush as required but I find 0.01 works very well. The press shift W to paint.
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Re: Glowing Weapon Part?
Well the edit flag grid said, apply a texture that is a power of 8, is 512X512 ok for that?
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Re: Glowing Weapon Part?
That should be okay, the one I use is called lightglow.tga, it is in the assets just do a search for it. It is just a small white square.
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obiboba3po
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Re: Glowing Weapon Part?
you could just use meshex to glow a texture thats applied to a weap (much easier IMO, ghost did it)
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Re: Glowing Weapon Part?
How did he do that?obiboba3po wrote:you could just use meshex to glow a texture thats applied to a weap (much easier IMO, ghost did it)Hidden/Spoiler:
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Re: Glowing Weapon Part?
Easy just use Reps Meshtool. Just follow the tut there and you should be good.
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Re: Glowing Weapon Part?
Ok got to step 3 and got a confused
Anyone care to explain what these instructions mean?
Anyone care to explain what these instructions mean?
3. To use glow, bump, or envmap, it will ask you for a matd index number. (which material to env/glowmap). It now displays the texture names:
0. (texture name here)
1. (texture name here)
2. (texture name here)
etc just pick the MATD (material) that you want to envmap. Anyways, put it to good use, make things glowy, bumpy, and shiny. Works well with mshex.
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Re: Glowing Weapon Part?
It means the tool displays the textures that are applied to the model. If you'd have 2 different textures on your model, you'd need to select the one for which you've created a glowmap.
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Re: Glowing Weapon Part?
Mind explaining that more?mswf wrote:It means the tool displays the textures that are applied to the model. If you'd have 2 different textures on your model, you'd need to select the one for which you've created a glowmap.
Glowmap, as in by using the glow tut(edit flags)?
The texture the glowmap is applied to, is it a normal texture or that pure white power of 8 texture requested by the Edit Flags Grid?
And what do you do in the command prompt then?(how would you select the one youve created a glowmap for)
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Re: Glowing Weapon Part?
Oops, with glowmap, I meant the envmap. I'm not all that into the tool, so I think you need someone else to elaborate on this. I think I'd make a mistake in my explanation.
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Re: Glowing Weapon Part?
Ok so see on my gun posted above a had several different textures applied to it. As you can see the center ball, tubes, an muzzle all glow. In meshtool it shows you all of the textures you applied to you model and all you do is select which one that you want to "glow".
So for instance lets say I made a box named hypothetical_glowbox in XSI, and half the box is black and the other half white. I want the white side to glow so I follow the tutorial up to step 3 then it
says:
0. texture_black
1. texture_white
I would type 1 and press enter and it will create a m5h file. Then I rename the newly created .m5h file to .msh, give texture_white a alpha channel, make a hypothetical_glowbox.msh.option with the line -vertexlighting in it and munge.
End Result:
So for instance lets say I made a box named hypothetical_glowbox in XSI, and half the box is black and the other half white. I want the white side to glow so I follow the tutorial up to step 3 then it
says:
0. texture_black
1. texture_white
I would type 1 and press enter and it will create a m5h file. Then I rename the newly created .m5h file to .msh, give texture_white a alpha channel, make a hypothetical_glowbox.msh.option with the line -vertexlighting in it and munge.
End Result:
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obiboba3po
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Re: Glowing Weapon Part?
did you even run the program yet? it's pretty self explanatory. to select the texture you simply type the number for example "0" and hit enter. the part i messed up on for ages was that once you get the .m5h file, never ever use notepad as a hex editor even for something as simple as renaming something. the easy way is to just right click and rename to .msh instead of using a hex editor.CodaRez wrote:Mind explaining that more?mswf wrote:It means the tool displays the textures that are applied to the model. If you'd have 2 different textures on your model, you'd need to select the one for which you've created a glowmap.
Glowmap, as in by using the glow tut(edit flags)?
The texture the glowmap is applied to, is it a normal texture or that pure white power of 8 texture requested by the Edit Flags Grid?
And what do you do in the command prompt then?(how would you select the one youve created a glowmap for)
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Re: Glowing Weapon Part?
WOW THNX that did it! Ok, solved topic.




