Game Development Community

Self illumination or glowing for neon lights

by Lee Latham · in Artist Corner · 12/20/2006 (6:39 am) · 5 replies

Hello,

I see the "self-illumination" checkbox in the dts plus exporter, and that works fine and dandy, but my dts's don't actually cast a glow. I'm trying to bring a neon light in. I've seen references to setting the self illumination value, but I don't see a field in the exporter for it.

Or am I on the wrong tack?

Any input would be greatly appreciated!

Lee

#1
12/20/2006 (7:37 am)
Your correct. "self-illumination" is realy more of a , "ignore all lighting, and use this level".

If you are using TSE, you can have a shader that makes a glow. If you are using TGE, you will need to fake it using things like billboards and the like.
#2
12/20/2006 (2:20 pm)
Thanks for the response. Just what is a billboard, anyway? I've seen a lot of talk about them, but I can' t find an explanation...?
#3
12/20/2006 (3:00 pm)
A billboard is usally a single faced plane/sheet that will always face the player (Depending on what type of billboard used). An example would be the grass/foliage you see in the demo.
#4
12/20/2006 (10:33 pm)
Ah! I see, thanks.
#5
12/21/2006 (1:07 am)
Just "stumbled" on sgDecalProjector, included in TGE 1.5. I think that's the way to go to fake it in TGE. The decal can be the projection of the neon light on the wall it's mounted on, and then some nice colored lights to actually create some luminescence (as the decal projection doesn't seem to do this).