Adding Glow to a unit [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Adding Glow to a unit [Solved]

Post by JimmyAngler »

I have a unit that is already Enveloped, weight edited, and export ready. Is there a way to add glow to a certain section of the model without having to re-envelope it? I tried making the glowey section have a different cluster and different texture, but it doesn't work.
Is there another method?
Last edited by JimmyAngler on Wed Aug 13, 2014 9:58 am, edited 1 time in total.
MileHighGuy
Jedi
Jedi
Posts: 1194
Joined: Fri Dec 19, 2008 7:58 pm

Re: Adding Glow to a unit

Post by MileHighGuy »

In XSI, duplicate the section you want to have glow, make a separate transparent texture for the part you want to glow (only the glow parts visible), then add the glow flag to that mesh. I think that's how Marth did it for harbinger.

Or you can attach an effect via odf.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Adding Glow to a unit

Post by AQT »

JimmyAngler wrote:I have a unit that is already Enveloped, weight edited, and export ready. Is there a way to add glow to a certain section of the model without having to re-envelope it? I tried making the glowey section have a different cluster and different texture, but it doesn't work.
So if you don't redo the envelopment, you can't export the model with the part that you want to glow as its own cluster and using a separate material from the rest of the model? If this is the case, just redo the envelopment...

Or were you able to successfully export the model with that part as its own cluster, using a separate material, but applying glow to this separate material does not cause the part to glow? If this is the case, how big is the part that you want to have glow? If it is tiny, then the glow will be hardly visible, more so if the part of the texture corresponding to this part of the model is obscured with a high-opacity alpha channel. Also, make sure you have Bloom set to On in your game's video settings.
Is there another method?
1) Your model is currently one cluster, all using a single material, yes? Apply glow to this one material, and mask off the corresponding parts of your texture that you don't want to glow with an alpha channel at at least 90% opacity, and leave the parts that you do want to glow at 0% opacity. In other words, the entirely white parts in your alpha layer should be the parts that you want to glow, while the parts that are almost completely black should be the parts that you don't want to glow. The problem with this method is that the parts that don't end up glowing have an "emissive colors" effect to them; that means they won't be affected by any lighting. (@MileHighGuy: This is the method used for the Harbinger.)

2) If the part you want to have glow is only enveloped to one bone, then it is possible to turn that part into an addon mesh and hex edit it into the exported player model, along with the separate material it was using. Then you would apply glow to this separate material. This part, however, shouldn't be in the same exact location as its counterpart on the exported player model, otherwise you might experience some z-fighting.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Adding Glow to a unit

Post by Anakin »

1) choose the selection mod "Raycast Polygon", than you go to material>phong>... select an other texture. It's the way AQT told you, but as far as i know you needn't redo the envelope.

2) for the RC backpack glow i simply added a new msh, made it to be near the nonglowing msh, added a texture to it, enveloped the new polygon (only this one for example the tubes at Scorch backpack. I added little glowing cylinder, lay it around the existing tubes. than i selected the new cylinder, and enveloped it to the ribcage. I needn't to reenvelope the whole unit.

3) Do what ever you like, but export your existing model first. modify it, remove all bones! this will destroy your envelope. Than you import the first exported unit and than you can copy the envelope with GATOR to your modifyed one. Because of your modifyed model will have 99% the same knots the copy will be 99% correct. So you need just edit the weights of the modifyed part.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Adding Glow to a unit

Post by JimmyAngler »

Well, I decided to separate the polygons from the mesh which removed the envelope. I gave them their own texture, (just a renamed version of the one they had before) and hex edited that texture to glow. (fifth place from ATRB right?) Still, ingame, no glow..
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Adding Glow to a unit

Post by thelegend »

I am not an expert, but if aqt and anakin are right the mostly thing why It could not work is the glowing in your game options are set off.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Adding Glow to a unit

Post by Anakin »

what flag have you used??
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Adding Glow to a unit

Post by JimmyAngler »

Anakin wrote:what flag have you used??
02

EDIT: Ok, somehow I got the glow to work. the problem was embedded in the clusters of the model.
Post Reply