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.
Glowing in ODFs
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myers73
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Re: Glowing in ODFs
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
- CodaRez
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Re: Glowing in ODFs
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.
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FragMe!
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Re: Glowing in ODFs
You are talking about making parts of a msh glow correct.
Have a look at this, it explains how it can be accomplished.
Have a look at this, it explains how it can be accomplished.
- CodaRez
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Re: Glowing in ODFs
So with that method supposedly the .odf can be a normal blank prop type?
- Fiodis
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Re: Glowing in ODFs
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?
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?
