Product Chat / Textures/ Illumination

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GubbyBlips
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Posted: 10th Apr 2020 00:46
Help! Any tutorials on how to add illumination to a non- illumination
object/ model?
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3com
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Posted: 10th Apr 2020 02:42
Here you go.
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GubbyBlips
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Posted: 10th Apr 2020 18:11
Hi 3com. Thanks. Okay, sounds good. I tried, and the whole object disappeared
with test run. Bad to mix different types? _I / _illumination with other versions?

So if you just rename them is that okay, or must reformat them in a
software like Paint.net? I'm pre-kingergarten level with model magic.
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3com
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Posted: 10th Apr 2020 19:11
Go to effects\reloaded and apply this shader to the entity's fpe file: "effect = effectbank\reloaded\apbr_illum.fx"

it works for me.

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wizard of id
3D Media Maker
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Posted: 10th Apr 2020 19:47
Actually you can use the standard apbr shader with a _I texture map and will still work, no need to change the shader.
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Belidos
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Posted: 11th Apr 2020 09:24
Yup as wizard said you don't need to change the shader, as long as the textures have _I _illumination or _emission at the end they will glow when bloom is turned on

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3com
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Posted: 11th Apr 2020 15:48
And with this shader you don't need _I _illumination map.
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cybernescence
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Posted: 11th Apr 2020 21:39
The engine is detecting there is a texture with the correct suffix and auto shifting to use the correct shader - the one 3com listed - so not using the one listed in the fpe. It does this type of thing a lot to try and cope with all sorts of legacy behaviour. You have to keep this in mind when working with the shaders as often you think you’re updating the one the model is using because that’s what’s in the fpe but the engine has swapped it out

Cheers

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wizard of id
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Posted: 12th Apr 2020 11:07
Quote: "he engine is detecting there is a texture with the correct suffix and auto shifting to use the correct shader - the one 3com listed - so not using the one listed in the fpe. It does this type of thing a lot to try and cope with all sorts of legacy behaviour. You have to keep this in mind when working with the shaders as often you think you’re updating the one the model is using because that’s what’s in the fpe but the engine has swapped it out"


Still doesn't detract you don't have to change the shader. Just makes things easier when working with PBR content only. That said most use the importer. I don't, I manually take thumbnail screenshots as needed and manually edit FPE files. Have a default FPE file that I work from, that basically just requires changing the various lines as needed or add, use the default shader and it means just one less line to edit.

I don't need to use the importer either as I directly export to DBO, which means the assets is game ready the moment I pop it into the library. But whatever works for you, more then one way to skin a cat.

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GubbyBlips
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Posted: 12th Apr 2020 16:04
Okay, I read all the comments. Still lacking specific info - sorry.
These are the files the object has;
AO.dds
Color.dds
Gloss.dds
Metalness.dds
Normal.dds
How to get an illumination map inserted, what to change, what
to swap etc? Thanks.
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wizard of id
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Posted: 12th Apr 2020 16:35
You don't swap or change any thing you need to create a Illumination map, illumination is solely there to show the shader the entity has a light source.All areas on the object that is a light source will be white on the illumination map every thing else will be black.So you can't use the metalness or gloss map for illumination as that indicated reflectiveness and shinyness of the object.

Read up on illumination texture maps on google it will give plently of examples of what it looks like
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3com
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Posted: 12th Apr 2020 17:59
https://forum.game-guru.com/thread/209430
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Avenging Eagle
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Posted: 12th Apr 2020 19:54
@GubbyBlips
_illumination.dds or
_I.dds or
_emissive.dds

Can be full colour or black and white, where bright colours are what is lit/emitting light, and dark colours (i.e. black) is what is not.

AE
GubbyBlips
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Posted: 13th Apr 2020 06:30
Hey. I appreciate it, I was not working on the project this special day
of remembrance, but I'll get to work on it shortly. Stay tuned.
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