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Glow shader in TGE

by ... · in Technical Issues · 12/11/2006 (3:14 am) · 2 replies

Hello,

I wonder if it is possible to have a glow shader in TGE that only affects certain models not the full screen.
In addition I would like to specifie glow on object by using maps (alpha maps) .

Is this possible ?

#1
12/11/2006 (5:32 am)
Well, Robin, TGE does not ship with shader support out of the box. You'd have to make some pretty hefty changes to have shader support. TGEA (formerly known as Torque Shader Engine), does ship with shader support for glow maps. The pre/post-processing effects for glow shaders on individual objects is actually quite simple, but you need an engine that supports a shader system like TGEA.

However, it is possible to get shader support into TGE and get the glow maps in, it just might be easier to use TGEA.
#2
12/11/2006 (7:54 am)
Robin,

Aside from reworking TGE's rendering system, you could always fake a glow effect where needed. The Bravetree Car Pack uses alpha mapped textures to simulate the glow of a car's brake lights. Something similar could be done with a number of Special FX -- energy shields, halos, etc. Also, you can check into the new volumetric lights entity to see if it can help you somehow. You might have to cannibalize it in order to figure out what makes it tick, though.

These suggestions won't give you true shader-quality glows, but depending on your game, your target audience, where and how the effects are used, they might fit in very well. The added benefit is that these more art-centric approaches will work on more computer systems than a true shader-enabled implementation.

[Edit: added a couple of missing words]