Glow mapping: Difference between revisions

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Glow mapping also works on regular texture replacements, allowing to replicate all fullbright effects from classic mode.
Glow mapping also works on regular texture replacements, allowing to replicate all fullbright effects from classic mode.
[[Category:All commands]]

Revision as of 00:57, 21 April 2008

Glow mapping is one of the new engine features in EDuke32. It uses hardware multitexturing to combine a regular texture map with a glow texture that'll be displayed fullbright.

DEF syntax to define glow maps inside model or texture blocks :

glow { file filename surf surface}

where filename is a regular double-quoted texture complete path and surface the surface id you want to work with if you're dealing with MD3s.

Example of a glow map definition :

Get to the Pig Cop model definition in the monsters.def file included with the HRP :

model "highres/sprites/monsters/2000_pigcop.md3" {
   scale 17 shade 0
   skin { pal 0 file "highres/sprites/monsters/2000_pigcop.png" }
   detail { file "highres/textures/detail.jpg" scale 0.4 }
   anim { frame0 "WALK1" frame1 "WALK2" fps 18 flags 0 }
   frame { name "WALK1" tile0 2000 tile1 2019 }
   anim { frame0 "SHOOT3" frame1 "SHOOT4" fps 20 flags 1 }
   frame { name "SHOOT3" tile0 2025 tile1 2027 }
   frame { name "SHOOT1" tile0 2030 tile1 2034 }
   anim { frame0 "SHOOT2" frame1 "SHOOT3" fps 14 flags 1 }
   frame { name "SHOOT2" tile0 2035 tile1 2037 }
   anim { frame0 "DIVE1" frame1 "DIVE2" fps 20 flags 1 }
   frame { name "DIVE1" tile0 2040 tile1 2044 }
   frame { name "DIVE2" tile0 2045 tile1 2049 }
   anim { frame0 "DSHOOT1" frame1 "DSHOOT2" fps 21 flags 0 }
   frame { name "DSHOOT1" tile0 2050 tile1 2052 }
   anim { frame0 "DIE1" frame1 "DIE2" fps 10 flags 1 }
   frame { name "DIE2" tile0 2055 tile1 2055 }
   anim { frame0 "DIE2" frame1 "DIE3" fps 20 flags 1 }
   frame { name "DIE2" tile0 2056 tile1 2060 }
}

Add a glow map definition line so it looks like that :

model "highres/sprites/monsters/2000_pigcop.md3" {
   scale 17 shade 0
   skin { pal 0 file "highres/sprites/monsters/2000_pigcop.png" }
   glow { file "highres/sprites/monsters/2000_pigcop_glow.png" }
   detail { file "highres/textures/detail.jpg" scale 0.4 }
   anim { frame0 "WALK1" frame1 "WALK2" fps 18 flags 0 }
   frame { name "WALK1" tile0 2000 tile1 2019 }
   anim { frame0 "SHOOT3" frame1 "SHOOT4" fps 20 flags 1 }
   frame { name "SHOOT3" tile0 2025 tile1 2027 }
   frame { name "SHOOT1" tile0 2030 tile1 2034 }
   anim { frame0 "SHOOT2" frame1 "SHOOT3" fps 14 flags 1 }
   frame { name "SHOOT2" tile0 2035 tile1 2037 }
   anim { frame0 "DIVE1" frame1 "DIVE2" fps 20 flags 1 }
   frame { name "DIVE1" tile0 2040 tile1 2044 }
   frame { name "DIVE2" tile0 2045 tile1 2049 }
   anim { frame0 "DSHOOT1" frame1 "DSHOOT2" fps 21 flags 0 }
   frame { name "DSHOOT1" tile0 2050 tile1 2052 }
   anim { frame0 "DIE1" frame1 "DIE2" fps 10 flags 1 }
   frame { name "DIE2" tile0 2055 tile1 2055 }
   anim { frame0 "DIE2" frame1 "DIE3" fps 20 flags 1 }
   frame { name "DIE2" tile0 2056 tile1 2060 }
}

Get this glow texture I made for the Pig Cop and save it as 2000_pigcop_glow.png in the highres/sprites/monsters directory :

As you can see it's just the original Pig Cop skin with only the eyes being opaque : that's how glow mapping works, anything that's not 100% translucent gets pasted on the regular diffuse map and displayed fullbright. Make sure glow mapping is enabled in the advanced graphics option menu (or just type r_glowmapping 1 in the console), fire up E1L2 and see the result on the underground passage Pig Cop :

Hell yeah !

Glow mapping also works on regular texture replacements, allowing to replicate all fullbright effects from classic mode.