Why wouldn't it support a glow map? Every material data type in an mdb model includes a GlowMap string.
Better god rays
#26
Posté 04 mars 2014 - 09:46
#27
Posté 04 mars 2014 - 10:40
It seems that only some models accept glowmaps. Or at least, that's certainly the case with creatures. You can change the glow map of a creature that already has one (like a dragon), but adding a glowmap reference to a creature MDB that doesn't normally have one doesn't seem to work. Or maybe I've just been extremely unlucky.
#28
Posté 04 mars 2014 - 10:55
Hmm, maybe one of the MDB texture flags effects whether the glow map works? Not sure.
#29
Posté 04 mars 2014 - 11:24
would it be possible then, to make the modified window placeables to somehow have an anchor for Dann's timed godrays? that could potentially remove the need for an ipoint?
#30
Posté 05 mars 2014 - 12:13
There are also plenty of windows that can be hacked off of the exteriors of buildings. Those might be ideal, since it would allow you to match the inside and outside windows.
I, too, made a window out of a painting placeable, but I had no problems attaching a glow map to it.
#31
Posté 05 mars 2014 - 01:21
#32
Posté 05 mars 2014 - 01:53
niccccceeee ![]()
#33
Posté 05 mars 2014 - 03:53
would it be possible then, to make the modified window placeables to somehow have an anchor for Dann's timed godrays? that could potentially remove the need for an ipoint?
Yes - provided the origin of the placeable was roughly in the centre of the window, instead of at the bottom as with many placeables. Even then, you could define an X, Y and Z offset for the effect via some local variables and a bit of extra scripting.
The windows themselves would have to be set to non-static to run HB scripts. Then you could make some usable, and attach a "Jump out the window" conversation to them. Handy for rogues who get caught in the act and need a quick get-away!
Although if you're also periodically destroying windows and spawning new placeables with different coloured/intensity glow maps, you'd probably need an ipoint to get the location of the new windows anyway.
Another option is to create additive projected texture VFX like the arcane circles, only directed towards walls/windows rather than at the ground. Then you wouldn't need a separate window model at all. You'd just project the additive effect at the windows built into the tileset, causing them to glow different colours at different times of day/night.
Modifié par DannJ, 05 mars 2014 - 04:03 .
#34
Posté 05 mars 2014 - 03:57
I, too, made a window out of a painting placeable, but I had no problems attaching a glow map to it.
Yes, I've been pleasantly surprised at times when I've attached a glow map to a cloned model fully expecting it to do nothing, only to have it work. I suppose it depends on whether whoever originally created the MDB set a certain flag or not while exporting it.
#35
Posté 05 mars 2014 - 04:27
Yes, I've been pleasantly surprised at times when I've attached a glow map to a cloned model fully expecting it to do nothing, only to have it work. I suppose it depends on whether whoever originally created the MDB set a certain flag or not while exporting it.
Are you using MDBcloner to attach the glow map? If a model has multiple RIGD packets, I think it only changes one of them.
#36
Posté 05 mars 2014 - 07:32
Are these the windows you want varying levels of illumination on? How many variants would be useful?
Also, in my case, I was using only a single object element for my window, and MDB Cloner to attach the glow map. Before I started using Gmax, I was perplexed by certain models not accepting a change of texture in MDB Cloner, and at the time didn't know about models with multiple parts.
#37
Posté 05 mars 2014 - 03:27
I was thinking we'd need to use a minimum of three: (1) a normal mid-day look; (2) sunrise/sunset with a more orange/brown hue; and (3) moon-lit night time with blue-tinged monochrome colors and lower lighting. More than that could be used to give transition states.
A proposed enhancement to MDBCloner would present a set of radio buttons; one for each model part. You could then flip between the different parts by clicking the different buttons, allowing you to change which ones you want. (Personally I use a hex editor to manipulate the texture file strings.)
#38
Posté 05 mars 2014 - 07:48
There are also plenty of windows that can be hacked off of the exteriors of buildings. Those might be ideal, since it would allow you to match the inside and outside windows.
That's a good idea. I could make a set and include it in a project.





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