Product Chat / Glow light fx

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imothep85
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Posted: 22nd Oct 2017 09:42 Edited at: 22nd Oct 2017 09:43
hi it is possible to make GLOW post fx, like here:
https://www.youtube.com/watch?v=Q45HW6hsJzQ


it is possible in GG or future updates to get that effect for neons lights, for exampel if we want o create streets qith lights who produce/ emit natural glows/light?
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Posted: 22nd Oct 2017 09:51 Edited at: 22nd Oct 2017 09:51
It's not a post FX, it's part of the basic entity FX shader by default.

You just add a black and white illuminations map to your texture sets, where white is glowing, and black isn't glowing, then name it nameoftexture_I.dds

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imothep85
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Posted: 22nd Oct 2017 10:34
but a street neon its not just a flat surface, what if my street sign is in 3d?
like:

not sure to understand how the glow works in GG, do you have some texture example from GG?
Belidos
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Posted: 22nd Oct 2017 11:34
It's simlpe, you take your models texture, and paint all the areas of the model you want to glow in white, then you paint all the rest in black, then you call it nameoftexture_I.dds then when it's in gameguru all the areas of the model you made white in the illumination texture glow whatever colour the _D texture is on those areas (bloom needs to be on in the tab tab options). If you want to look at examples look in your entitybank for a texture that has _I in its name, there's quite a few default objects that glow.

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imothep85
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Posted: 22nd Oct 2017 11:51 Edited at: 22nd Oct 2017 12:51
but can those illuminations be reflected in the environment, ground, walls etc?
MY glow fx is almost working in GG but how to make the map transparent?
i have a boxdifuse_O.dds for opacity in the fpe i added: transparency = boxdifuse_O.dds
but is not working, normally all the black box has to be transparent and the text has to be visible.
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Posted: 22nd Oct 2017 13:01 Edited at: 22nd Oct 2017 13:03
There is no such thing as an opacity texture in GG

the transparency field takes a number 1 to 6 which refers to the layer it is rendered on. Transparency is handled on the alpha channel of your _D texture.

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Posted: 22nd Oct 2017 13:06 Edited at: 22nd Oct 2017 13:07
here is basic illumination and transparency https://forum.game-guru.com/thread/218558#msg2586757

I can re create the cocktail Glass and neon signs in GG I will do some examples tomorrow when I am at my PC
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imothep85
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Posted: 22nd Oct 2017 13:09 Edited at: 22nd Oct 2017 13:11
oh i rendered the maps in different dds files, going to try to add an alpha and change the options to 1 for opacity.
i got this... need to see why i get a black edge around.... :s
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Posted: 22nd Oct 2017 13:24 Edited at: 22nd Oct 2017 13:27
Bugsy got the desired effects on his map by faking it with static lights.. Lighting up the surrounding area's
Looks impressive to me .

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imothep85
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Posted: 22nd Oct 2017 14:02 Edited at: 22nd Oct 2017 14:04
What parametters i need to ad inside Photoshop NVIDIA DDS FORMAT???
im trying everything but nothing works here its my alpha chanel, so the grey has to be visible in GG
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Posted: 22nd Oct 2017 15:35
@imothep85, I Think you have to change the Alpha channel to black if it is white.
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Wolf
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Posted: 22nd Oct 2017 20:32 Edited at: 22nd Oct 2017 20:47
Quote: "what if my street sign is in 3d?"

makes no difference.

Anything you want can have an emissive map to it.



Quote: "but can those illuminations be reflected in the environment, ground, walls etc?"


They don't in the vast majority of games. That effect is normally achieved with lightmapping or by otherwise faking it. Its only being more common recently or in some top tier AAA games. its also only noticeable if the rest of the map is well made enough that players actually notice that kind of stuff.

Quote: "im trying everything but nothing works here its my alpha chanel, so the grey has to be visible in GG"


This depends on what mask setting you use in the alpha channel. Not sure what the term is in photoshop, I dont use it.

Didn't you asked the same question here?

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Posted: 22nd Oct 2017 22:34 Edited at: 22nd Oct 2017 23:36
Quote: "Didn't you asked the same question here?"


I'm glad somebody else noticed that, I was biting my tongue :p

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Posted: 22nd Oct 2017 23:02 Edited at: 22nd Oct 2017 23:24
Quote: "but can those illuminations be reflected in the environment, ground, walls etc?"


The next update will support reflective surfaces. Though do illuminated objects in real life reflect anything? I believe they produce light rather than bounce it off from other sources? I've never really seen an example of this in games or 3D films? I could be wrong.

Quote: "i got this... need to see why i get a black edge around.... :s "


The areas that appear black actually have color values in them still. Even if you cant see them. It has to be 100% black to work for the most part with transparency=1.

For your neon sign i would try removing the glow effect that you trying to add in Photoshop. So remove the outer glow layer effect. Try just bringing up your "bloom" a bit more in game and you will have a muchhh more realistic effect.

Or if you want to isolate just your illumation, there will be options for that:

Quote: "edit the "settings.fx" file and set "#define BOOSTILLUM" , this will take you illumination texture (only) to bloom level and give that extra shine, think i made this one for bugsy but never really announce it, but its in all the latest GG version "


Then as synchromesh suggests, you can add a light in Game Guru around your neon sign area to light up the walls and ground with the same color as your neon sign. You should be able to achieve great results in GG DX9 presently.

I haven't quite gotten around to it.. but I did intend to convert all of the FPSC lights over to Game Guru. A project for December perhaps lol

EDIT: Just realized there are two running threads about this same topic?
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synchromesh
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Posted: 23rd Oct 2017 01:08
Quote: " EDIT: Just realized there are two running threads about this same topic? "

Yep I see that now ...I could well be locking this one up shortly ... Or the other one ...
Which one to choose its so exciting !!
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Corno_1
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Posted: 23rd Oct 2017 08:18
Why you use a black background? Just use a invisible! I always do it like this and it works. And if you set bloom to 100 you get a nice shiny glowing effect.
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imothep85
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Posted: 23rd Oct 2017 09:05 Edited at: 23rd Oct 2017 09:37
i get this result now, the transparent alpha works fine, but the text is not glowing/bright, bloom is activated
in my fpe i have this: textured = boxdifuse_D.dds if i use textured = boxdifuse_I.dds everything is white bright i can't see the colors anymore.
my neon sign need to be Self Illuminated at 100% like any neon light.
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Posted: 23rd Oct 2017 12:11
its my Birthday today so cheers here is a basic neon cocktail glass done with SU so doing it in a proper modelling package you could probably do it better

I have attached the x file and texture maps so that you can see the diffuse and alphas for the I map

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granada
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Posted: 23rd Oct 2017 13:50
Quote: "its my Birthday today "


Have a great Day GraPhiX

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Posted: 23rd Oct 2017 14:00
Happy Birthday!
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Posted: 23rd Oct 2017 14:17
@GraPhix-nice one and Happy Birthday
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Posted: 23rd Oct 2017 15:04
thank you
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Posted: 23rd Oct 2017 15:12
Happy Birthday
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imothep85
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Posted: 23rd Oct 2017 15:23
Thanks GraPhiX and happy birthday what if i want to animate my neon how can i achieve that i mean animate the 2d texture?
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Posted: 23rd Oct 2017 15:39
Happy Birthday GraPhiX
synchromesh
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Posted: 23rd Oct 2017 15:50 Edited at: 23rd Oct 2017 15:51
Quote: " what if i want to animate my neon how can i achieve that i mean animate the 2d texture?"

You wait till his next birthday and hope hes in the same good mood
J/K
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imothep85
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Posted: 23rd Oct 2017 16:02
i got the right amount of light

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GraPhiX
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Posted: 23rd Oct 2017 16:19
Quote: "i got the right amount of light"


Well done sir I will do a flicker effect for you and show you how to do it
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Belidos
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Posted: 23rd Oct 2017 16:35 Edited at: 23rd Oct 2017 16:36
Quote: "I have attached the x file and texture maps so that you can see the diffuse and alphas for the I map "


In your _I map you have your base colurs, i was under the impression (and how it's always worked for me so far ) that an _I map is a greyscale map, where white is glowing and black is not glowing, it takes the colour of the glow directly from the _D, basically the _I map only controls how bright it glows. Have you tried using black and white to make it brighter?

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Posted: 23rd Oct 2017 16:56
It does work with bright Colours too but yes I do it both ways depending if I am using static lights too for fake ambience the colour version seems better in that case.

It's personal preference I think but yes if you use white it is brighter but can wash the colour out I was just giving imothep a basic idea
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Posted: 23rd Oct 2017 17:09
Thank you! Happy Birthday!
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Teabone
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Posted: 23rd Oct 2017 20:28
Quote: "my neon sign need to be Self Illuminated at 100% like any neon light. "


What entity shader effect do you have applied in the FPE? (effectbank=?)

Also to animate it you'll have to assign it to an animated decal shader that supports illuminations. Also means you'd have to break up your texture into a sprite sheet.
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imothep85
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Posted: 24th Oct 2017 08:57 Edited at: 24th Oct 2017 08:58
in the fpe effect bank i have this:
effect = effectbank\reloaded\entity_basic.fx
Solar
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Posted: 25th Oct 2017 16:43
What you also can do to make the lights look better, is to make a glow decal that you put over (or under in this case) the lights, like I did in this experimental level I made.

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granada
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Posted: 25th Oct 2017 17:07
I like those pics,is that a bit of scorn influence I see there .

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Thanks, Granada. Haha, yes! I wanted to see how a scorn-type scene would look like in GG.
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Posted: 25th Oct 2017 18:01
Happy Birthday @Graphix

Awesome visuals @Solar
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Posted: 25th Oct 2017 18:25
@Solar
Where does the Alien character come from ?
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Posted: 25th Oct 2017 18:31
Quote: "Happy Birthday @Graphix

Awesome visuals @Solar"

ditto
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Posted: 25th Oct 2017 20:59
Thank you all for the Birthday messages
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Solar
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Posted: 25th Oct 2017 22:07
@Wolf and @Smallg

Thank you very much!

@Synchromesh

It is the Grendel character from the Viral Outbreak pack. He really looks scary when he runs towards you.

@GraPhiX

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grobyken
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Posted: 26th Oct 2017 14:26
I may have missed this somewhere or maybe I have it wrong but I.dds files seem to only operate if the call for the graphics is from the fpe file.

If this is so then it will not operate via multi-graphics models.

Am I correct or as I said have I missed something.
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Posted: 26th Oct 2017 15:15
That is correct. Multi textured objects, don't use the shader so it is not called.
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grobyken
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Posted: 26th Oct 2017 20:17 Edited at: 26th Oct 2017 20:19
Thanks Myke that clears up that confusion. Would be handy if it did call it from multi texture models but I guess there are more important things on the list.
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Posted: 27th Oct 2017 18:52
wow Solar you were not kidding when you said you wanted to try taking on the Scorn look. Incredible. Like the lighting effect you used too.
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Thank you very much, Teabone.
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Posted: 31st Oct 2017 17:53
gameguru has a shader called entity_cubealpha.fx that uses a cubemap for reflections. Put an object (namely a window or puddle) with a cubemap texture to simulate the lightsources reflection, or invlove regular gameguru water, which reflects the environment around it (not so accurately/cinematically the lighting however)

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