Game Development Community

Emissive textures on DIFs

by Andy Hawkins · in Constructor · 12/30/2007 (2:10 am) · 9 replies

Seeing Bit Battles has inspired me to port my Tron game to Torque. In TGE how make the textures on DIF's emissive - that is, give off light - or at least be full-bright and not effected by lights.

#1
12/30/2007 (10:26 am)
I don't think there is support for it without a shader. I'm not sure about fullbright. It seems that there was a render setting indebug mode, but I'm not sure.
#2
12/30/2007 (4:29 pm)
Is it possible to do with DTS's then? Or what about the modernisation kit - would this allows for fullbright textures (one's that could glow) in TGE?

I know it could be done with TGEA - but TGEA doesn't have LOD or shadows on Atlas maps fixed yet.
#3
12/30/2007 (6:46 pm)
DTS should be easy - use textures with self-illumination and billboards to create a glow - check out the advance materials tut in TDN for 3dmax it shows you how to do this.
#4
12/30/2007 (6:48 pm)
TGEA doesn't have LOD or shadows or Atlas maps fixed yet?
#5
01/08/2008 (2:52 am)
As of v1.03 shadows and LOD both work fine on atlas.
#6
01/08/2008 (4:56 am)
Atlas Blended? or Atlas Unique (he asks not knowing what the hell he's talking about)
#7
01/16/2008 (8:22 pm)
Didn't the lighting kit demo have some kinda glowing text on the walls?
#8
01/16/2008 (9:14 pm)
Yes, it had support for lighting decals as I recall the "welcome to the TLK demo" message.
#9
01/17/2008 (6:49 am)
Okay thanks for the lead. I'll check it out.