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How do I create a light (a brush that glows)?

by ChrisG · in Artist Corner · 03/23/2006 (7:39 pm) · 7 replies

What's the easiest way to create a light, ie. a DIF (prefereably from quark) or DTS (from max) object that glows from within (or appears to) and casts light on its surrounding.

#1
03/23/2006 (9:02 pm)
tdn.garagegames.com/wiki/DTS/3dsmax/Advanced_Materials#Setting_up_Glow tells you how to create a DTS with a glowing effect

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=2660 tells you how to add a flre effect

The easiest way is to create light is in your interiors using QuArK or a similar CSG modelling tool, but these will be restricted to the one interior and will not light other objects. For realtime lighting, you may want to check out the Synapse Lighting Pack.
#2
03/23/2006 (9:16 pm)
Thanks for the reply, I just give the question again in more detail as I may have not been clear. I know how to place a light (omni or spot) in quark. What I want to do is model a fluro light and make it glow and shine on other objects in the same interior.

For a simple example, can how I place a simple brush (cube) in quark and make it glow?
I would rather do this in quark if possible. I have been looking at getting the lighting kit, will this allow me to make a model of light as I've described?
#3
03/24/2006 (1:16 am)
Try using this, if you want part of a texture to be fullbright or appera glowing, is this the sort of thing your after?
#4
03/24/2006 (2:03 pm)
Hey, great effect. If I do this and then just place an omni light outside of the light model to cast light I should get the effect that I need. I could probably do this using the DTS glowing effect method from the Advanced Materials links. I've pretty much decided to get the lighting kit as well.
#5
03/25/2006 (1:49 pm)
Here is the final result with the effect that I was after. I bought the TLK and place a light just below the light model.
#6
03/26/2006 (9:09 pm)
Looking pretty good!
#7
03/29/2006 (5:12 pm)
In addition to Slayer's suggestion, you can use the TLK sgLightingScaleEntity option and set the light_geometry_scale and self_illumination_color