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 ?
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 ?
About the author
#2
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]
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]
Employee Michael Perry
ZombieShortbus
However, it is possible to get shader support into TGE and get the glow maps in, it just might be easier to use TGEA.