Product Chat / Question about illumination

Author
Message
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 2nd Apr 2016 10:39
ok back to the drawing board. Will export just the door frame as static as advised and have door as dynamic.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 2nd Apr 2016 11:22 Edited at: 2nd Apr 2016 11:24
made an _I texture as Myke showed in his video ( thanks again Myke) and then made the whole door (for now) static, but don't really see any difference in between this pic and the last one. I used entity_basic.fx.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.

Attachments

Login to view attachments
MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 2nd Apr 2016 14:12
Im using entity_basic here. As I had no luck in getting illuminent from fpsc to work.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 2nd Apr 2016 15:06
The illumination code is built into the entity_basic shader. Was added there early in the reloaded days.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 2nd Apr 2016 15:59 Edited at: 2nd Apr 2016 16:00
Quote: "Your issue with the i map is simple. It has a solid white alpha channel and is not passing that spot thru.

Attached below should be a working one. You can open them side by side in Photoshop or GIMP and compare the alpha channels.

You will see the difference. In the original one the alpha is white across the whole texture, effectively masking out the whole area.

Looking at the fixed one you can see that the alpha is blank where the image is black and whit, just around the highlight of the light glow.

In Gimp, you can open your original _i texture and the add a grey-scale copy of the layer as a mask and then apply the mask.
Save the image as .dds with dxt1 compression and you should be good to go
."


Stumped again, attached are the steps I took.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
Super Clark
GameGuru TGC Backer
13
Years of Service
User Offline
Joined: 4th Apr 2011
Location: UK
Posted: 2nd Apr 2016 19:16



This is the best i can get after doing Pirate mikes Instruction.




;visualinfo
textured =

;effect = effectbank\bumpent\bumpent.fx
effect = effectbank\reloaded\entity_basic.fx
PM
MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 3rd Apr 2016 02:19
Why does the entity in Guru\files\entitybank\fixtures\light_a work? the alpha in it is white, not black, but, yet it works.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



PM
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 3rd Apr 2016 06:42 Edited at: 3rd Apr 2016 06:43
interesting, I'll have a look at that, never noticed before
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 3rd Apr 2016 13:54 Edited at: 3rd Apr 2016 14:34
@MK83:
The first post were you quoted me is slightly wrong.
Just on you diffuse texture select what you want to glow.
Then add layer mask. When the window comes up, then choose selection instead of grey-scale image. Like in the video linked.

This way only what you selected will become the mask for the glow.

The object can be static or dynamic.
Door frame on the right is dynamic, one one the left is static.
Entity shader set on medium.


Entity shader set on highest.


Gimp layer dialog.


Gimp Channels dialog.


As to why the light 1 works with an all white alpha mask, is because that is the whole light face in that texture and the whole light will illuminate.

@Super Clark: This will not act as an emission map which gives off light. We do not have that function as of yet. this just makes the area glow.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 11th Apr 2016 14:48
bump
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



PM
synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 11th Apr 2016 14:51
Please Do Not Bump Threads !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 11th Apr 2016 15:15
@MK83:
Still having some issues?
Which textures on which object?
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 11th Apr 2016 18:12
@Pirate Myke, I can follow your directions to the letter, and when I make the scifi door with the auto seg welder program, It does not illuminate. The one you made and sent to me works perfect though. The only difference I can see is yours was in .x format. I did exactly as you stated for gimp. Guess Im just stupid. LOL
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 11th Apr 2016 18:23
I do everything by hand in model programs and paint programs. It could be how these things are being converted thru these programs.

I do not own these as they are not needed by me, because this is what I do on a daily basis.

But I can see how it would be a bother to the users that dont have the model and texturing knowledge of people who do this for a living.

All I can do is look at the texture and the mesh and see what the difference is and make the corrections based on my experiences.

Maybe I can find something that can be passed back to the creator of the app to help them make there app better.

Do feel free to email me the media and I will take a look at it and report back what I find.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 11th Apr 2016 19:03
@Pirate Myke, email sent.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 11th Apr 2016 20:16 Edited at: 11th Apr 2016 20:17
Hey.

Here is how your _i map came to me. Notice that the alpha channel is completely white. Problem number one.
Solution: Use the selection wand and set the tolerance up to 150
Select the white part on your image.
The selection marquee should highlight it now.
In the layers dialog, right click and choose add layer mask, the other window comes up, choose selection and press ok.
In the layers dialog right click on the mask part of the layer and choose apply mask.

Now you should see a white box in your alpha channel the same as the light cover in the diffuse.
export that file with the _i.dds extension on the name and then choose dxt1 compression in the save dialog window.

Also in you FPE file, you must define the texture for the shader to be able to know that it is supposed to do something with these textures other then pass them thru. Do erase the _d2.dds one as you will not need it.

The .dbo file appears to be fine with this and the animation works also, so no issue with the .dbo file as the supplied mesh. Me personally prefer the x file as the engine will not tend to keep over writing your finished model every time it loads it. or you accidentally erase it in a mass .dbo wipe of your machine. (old classic habit)

other then that and making your FPE file look like the good one below, all is good.
Try and keep your files together. model, textures, and call files.


This does not work at all. Nothing for the shader to call.


This will work.


Best folder setup for GameGuru entities with everything in the same folder.


The solid white alpha from the _i file you sent me, before me fixing with the solution above.

Taking care of all this and setting the entity shader on highest in the matrix mode, makes the media you sent me work.

Hope that clarify's thing more.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 11th Apr 2016 20:46
Got it!!!!! Had to change name D2 to D so the door looked right. And it works. Now off to scifi corridors. Thanks.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 11th Apr 2016 22:28
Your welcome.

Cool, glad you are going in the right direction now.

Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 11th Apr 2016 23:10
Possibly my last post on this, I think I have it straight now for sure. The lights are illuminated.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 11th Apr 2016 23:32
Looks like you have this process down and it is working.
Great job.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 11th Apr 2016 23:49
@Pirate Myke, yes, thank you for your patience on this. I hope others can learn from this.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 16th Apr 2016 18:59 Edited at: 16th Apr 2016 19:21
Hi MXS

i have the same problem as your...

I managed frame door with illumination map and works correctly but with corridors i cannot manage to have illumination to work properly..

i'm converting the segment with seg auto welder like you and i specidied the correct d.dds texture in the .dbo file

I'm trying with blinking corridor from scifi pack like you but illumination doesnt work

any hint??


edit

i noticed that i have issues with corridors since them share some textures so i dont know whire correct texture i must specify in the. dbo fiel

how do you managed this ??
PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA R9 280 3GB GDDR5 - HDD WD 1500TB
PM
MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 17th Apr 2016 02:27 Edited at: 17th Apr 2016 02:28
@JC LEON, make sure you put texture name in .fpe. And that it ends with _D instead of _D2.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 17th Apr 2016 08:42 Edited at: 17th Apr 2016 08:48
@MK83-well done for getting it to work.

I was going to say, don't forget textures are in the textures folder. If I need to update the tool so that all textures need to be in the same folder as the FPE, BMP and DBO file then I will modify the program. I just wanted to separate all those hundreds of textures from the other files at the time of writing the program.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.

Attachments

Login to view attachments
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 17th Apr 2016 09:13
only thing I have found so far playing around with DINS textures and scifi corridor segment (Blinking Maintenance Corridor Straight), is that only one side of lights are illuminated when specifying the texture name in the FPE. I get the same effect if I leave the textured= field blank also. I have also specified texturepath in the FPE but not sure if that works or is actually valid in GG.

Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.

Attachments

Login to view attachments
JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 17th Apr 2016 09:15 Edited at: 17th Apr 2016 09:24
Quote: "@JC LEON, make sure you put texture name in .fpe. And that it ends with _D instead of _D2."


yes i put the texture name in the fpe as you said and set it to .D

but illumination maps doesnt work

can please someone cna upload a working corridor segment wit illumination so i can learn from that?
PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA R9 280 3GB GDDR5 - HDD WD 1500TB
PM
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 17th Apr 2016 09:21
I just used the entity_basic.fx and all came out ok apart from the blinking corridor which only lights up on one side....
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 17th Apr 2016 10:13
well I got it to work in Dark Shader recompiling an effect file wall_spec_atlasillum_1x3.fx but this effect not working in GameGuru. Will try and play around with different shaders etc.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.

Attachments

Login to view attachments
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 17th Apr 2016 10:28
seems I will have to edit the _I.dds file as most effects files don't work in GameGuru only the basic.fx file.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 17th Apr 2016 15:42 Edited at: 17th Apr 2016 18:37
@Bored of the Rings, here's a shot of the blinking corridor straight in the dark. I took the _D2 texture and renamed it to _D. Only because the _D2 texture looked better than the _D one. The _D2 has more detail and not as flat looking as _D. Then opened that texture in gimp, I used the select tool to select the lights in the texture, then filled the selected area with white, then on the right panel of gimp, left click the little pic of the texture to make a drop box come down and choose make texture mask, choose selection, that makes everything on the texture disappear except for the lights I wanted to glow, then left click the little pic again and choose apply mask, that will make the alpha black instead of white. Then click File and in that drop down box choose export as, and, put _I on the texture name and that was it. After I got it to glow I played with the _S texture for a little detail. I also, made individual parts and put the corridor together in Guru, instead of making the whole segment, because the whole segment uses two _D textures and you can name only one of them in your .fpe. Hope this helps.

Now if we could get the lights to blink. Hint, Hint, people smarter than me. LOL

I owe all this to Pirate Myke for his patience in helping me to figure all this out.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 17th Apr 2016 16:07 Edited at: 17th Apr 2016 16:08
@JC Leon,
Quote: "can please someone cna upload a working corridor segment wit illumination so i can learn from that?"
Here you go. Make sure in Guru you set entity shader to highest.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 17th Apr 2016 18:13
Quote: "Here you go. Make sure in Guru you set entity shader to highest."


many thanks MK83

works great..

but i notied that you manually modiefied some textures (illuminations) right??

I making mistake or segment converted with seg welder dont work properly as native??

PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA R9 280 3GB GDDR5 - HDD WD 1500TB
PM
MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 17th Apr 2016 18:33 Edited at: 17th Apr 2016 18:33
Quote: "
works great..

but i notied that you manually modiefied some textures (illuminations) right??

I making mistake or segment converted with seg welder dont work properly as native??"
Yes I modified the _I and _S textures, and, maybe the _N one, I don't remember. Glad it works now for you.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



PM
JC LEON
14
Years of Service
User Offline
Joined: 22nd Apr 2010
Location:
Posted: 17th Apr 2016 19:17
Quote: "Yes I modified the _I and _S textures, and, maybe the _N one, I don't remember. Glad it works now for you."



thanks for sharing.. i was thinking I was idiot sicne i cannot manage illumination to works with default textures...
PC Specs:

Q9550@3,8GHZ - 8GB RAM - SVGA R9 280 3GB GDDR5 - HDD WD 1500TB
PM
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 18th Apr 2016 08:31 Edited at: 18th Apr 2016 08:32
@MK83- thanks for this-I should have known to save out as separate parts (doh!) seems to work really well. For the blinking, I think that was what the original FPSC wall_spec_atlasillum_1x3.fx did but I could be wrong....
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 18th Apr 2016 08:48
ok spoke too soon. I split out the segment into separate parts, renamed the _D2.dds to _D.dds. Updated the FPE to look at the correct textures, I moved the textures to the same folder as the FPE, BMP, DBO etc (although I find this makes no difference).
But I still only get the left wall part lighting up even though the same _03_D.dds texture is used. If I extract the one that is lit up and rotate it the lighted up area is no longer illuminated. I'm using the entity_basic.fx shader effect file.

Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.

Attachments

Login to view attachments
MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 18th Apr 2016 17:14 Edited at: 18th Apr 2016 17:19
Quote: "I moved the textures to the same folder as the FPE, BMP, DBO etc (although I find this makes no difference)."
Your right on this, it does not matter. The problem with the _I texture is that the alpha channel is white. It has to be black with the part illuminated to be white. That is the reason for creating the mask in gimp. Refer to this and see if it helps. https://forum.game-guru.com/thread/215092?page=2#msg2545832
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



PM
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 18th Apr 2016 18:35 Edited at: 18th Apr 2016 18:51
@MK83-thanks, I meant to do that next i.e. with the I_textures , slow me

[update-ok did the mask with selection and saved as _I.dds but still same result on the first wall part it glows ok, but as soon as I rotate it the glow disappears and the other 2 walls don't glow at all and they supposed to use the same _I texture-I will have to experiment more]

[update2- ok they all glow but only if they all face east-ha strange (maybe)]
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 18th Apr 2016 20:41 Edited at: 18th Apr 2016 22:10
success at last, edited the wrong segment textures in the wrong folder, oh dear
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.

Attachments

Login to view attachments
MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 18th Apr 2016 22:53 Edited at: 18th Apr 2016 23:26
great! You can make the red lights glow too.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



Attachments

Login to view attachments
PM
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 19th Apr 2016 07:01 Edited at: 19th Apr 2016 07:03
@MK83-brill, that would be good, will give it a try-thanks again Really must find time to make a scifi game
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Bored of the Rings
GameGuru Master
19
Years of Service
User Offline
Joined: 25th Feb 2005
Location: Middle Earth
Posted: 19th Apr 2016 08:01
If your using the welder tool, it seems for the scifi segments, you only need to separate the floor piece as the texture is different, for the other parts, I've welded them all together as they use the same texture throughout, so at least only have 2 separate segments and not 3 or 4.
All works really well.

Thanks to MK83 and Pyrate Myke for guiding me in the right direction
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 19th Apr 2016 13:56
Happy to help.
Glad everyone is getting it now.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

MK83
GameGuru TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN USA
Posted: 19th Apr 2016 15:07
Quote: "If your using the welder tool, it seems for the scifi segments, you only need to separate the floor piece as the texture is different, for the other parts, I've welded them all together as they use the same texture throughout, so at least only have 2 separate segments and not 3 or 4.
All works really well."
True. I love how we all educate each other on this site.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



PM
Pirate Myke
Forum Support
14
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 19th Apr 2016 15:14
Me too, makes my life easier.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Login to post a reply

Server time is: 2024-06-26 07:35:46
Your offset time is: 2024-06-26 07:35:46