Adding Alpha channels(lightmaps) to weapons textures -1 reply

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Guest

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#1 9 years ago

Added alpha channels to all of my weapons, explosion, damage, and plasma vent textures this weekend in an effort to get weapons fire to light up things. It wasn't really all that hard to do, just time consuming. The area effect weapons, such as the Rommie Cloak Enhancer, can look awkward if this is not done correctly. I was expecting some lag but did not get very much at all. This may be due to the short duration of most of the weapon sprites. The pulse, special, and torpedo weapons worked, the beam weapons and phaser beam flares did not.

1) Anyone have any ideas why this should be so?

2) Should I send in the textures as a mod once I figure out why the beam weapons did not act as light sources?

It is an awesome sight to watch a fleet of Romulans light up an enemy fleet or station with plasma torps. Same thing with watching a group of Defiants strafe a Cube.




k_merse

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#2 9 years ago

1. Isn't it possible that the phasers use different coding than the torps? Maybe a torpedo has some mesh, while the phaser didn't., or something similar...

2. Definitely :)




Freyr VIP Member

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#3 9 years ago

thunderfoot006;4965342Added alpha channels to all of my weapons, explosion, damage, and plasma vent textures this weekend in an effort to get weapons fire to light up things. It wasn't really all that hard to do, just time consuming. The area effect weapons, such as the Rommie Cloak Enhancer, can look awkward if this is not done correctly. I was expecting some lag but did not get very much at all. This may be due to the short duration of most of the weapon sprites. The pulse, special, and torpedo weapons worked, the beam weapons and phaser beam flares did not.

1) Anyone have any ideas why this should be so?

2) Should I send in the textures as a mod once I figure out why the beam weapons did not act as light sources?

It is an awesome sight to watch a fleet of Romulans light up an enemy fleet or station with plasma torps. Same thing with watching a group of Defiants strafe a Cube.

I regret I must confess to knowing something about it.

That, my friend is because there was lighting on pulses and torps to start with. :( I feel really bad telling you this. I hate to think how much time you spent doing that.

Spoiler: Show

An old promotional picture from the Upgrade Project showing lighting effects from weapons.

shield.jpg

Alpha mapping lets you put in illumination so that certain parts (lights) show up as true color when there is lighting in effect. To the best of my knowledge, the weapon effects don't have phong lighting, so they don't need a alpha map. (they are always completely illuminated)

What your looking for, is this ODF code:-

lightColor = 0.78 0.0 0.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0 This particular entry is the corrected lighting code for the klingon torpedoes, for some reason the texture is red, but the lighting effect is green in stock. I spent a little time in Vanilla Ultimate going through and correcting all of the lighting effects so they actually glow the right color.

However, I guess that was probably wasted effort because nobody noticed there was actually lighting on the weapons in the first place. Oops. =p

The phaser flare won't generate a lighting effect because it doesn't have the thing on the model (to my knowledge, but it might have) or the ODF code. The beam phaser probably has the same problem. To get it to glow, I think you'd need a modification to the model, but it might just be as simple as putting the code in the ODF.




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#4 9 years ago

Thank you for the advice, Freyr. I should have guessed you'd already looked at this for A2U-VU, lol. I do not think there is actually a SOD for the beam weapons. They are all sprite only files. Same with the flare. I should have guessed about adding in the little bit of code to the files as well as adding the channels to the tgas.




Freyr VIP Member

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#5 9 years ago
thunderfoot006;4965586I should have guessed about adding in the little bit of code to the files as well as adding the channels to the tgas.

That's the unfortunate bit, you didn't need to do the alpha channels for the weapon TGA's. They are only needed on the ships and stations to get the lighting effects there. Weapons work for generating the light without them.




stanny

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#6 9 years ago

Can we get some screenshots of the different weapons? This intrigues me no end!




Fireball_VI

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#7 9 years ago

Thunderfoot, you'll be interested to know that you can add the glow to beam weapons through coding aswell. I've got it done on the Churchill on the site I believe. However I find for beam weapons it doesn't always work all that great. Just add the same coding from the torp odf or pulse odf code into the phaser one and it usually works. Perhaps playing around with some settings will make it look more realistic?




086goinfast

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#8 9 years ago

Isn't this just a different way to do phong lighting?




Guest

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#9 9 years ago

It does work on phasers etc. but what it does is backlight the firing vessel at the point that's firing. Torpedoes and Pulses will light thngs up as they hit them or pass them. Near misses can be pretty to watch on a well phong-lighting set ship or station. Things like the tractor beam, point-defense-laser, etc. can all be lit as well. I have kicking around somwhere a more comprehensive lsit fo the colors. But this is my basic cheat-sheet i keep in the ODF folders of my mods for on the fly tweaks.

PULSE PHASER COLOR orangeish lightColor = 0.8 0.4 0.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0 PHOTON COLOR pumpkin lightColor = 1.0 0.4 0.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0 QUANTUM / LATE TOS COLOR Blue lightColor = 0.0 1.0 1.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0 PHASER / TMP PHASER COLOR BRIGHT Yellowish! lightColor = 0.9 0.8 0.3 lightFalloffStart = 50.0 lightFalloffRange = 5.0 Pinkish-Purple lightColor = 0.95 0.3 0.95 lightFalloffStart = 50.0 lightFalloffRange = 5.0 GREEN lightColor = 0.0 1.0 0.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0 RED - slightly lighter lightColor = 1.0 0.2 0.2 lightFalloffStart = 50.0 lightFalloffRange = 5.0 Deep Purple lightColor = 0.6 0.3 0.9 lightFalloffStart = 50.0 lightFalloffRange = 5.0 YELLOW lightColor = 1.0 1.0 0.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0

RED-RED lightColor = 1.0 0.0 0.0 lightFalloffStart = 50.0 lightFalloffRange = 5.0

Some of you may disagree with my choices for colors but try them out. In your games and see what you like.




Freyr VIP Member

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#10 9 years ago

086goinfast;4966686Isn't this just a different way to do phong lighting?[/QUOTE]

Phong lighting is really just setting glow maps.

This is just about seeing the less obvious light sources in the game. Personally, I think we ought to think about reworking the default lighting reworking on all of the stock instant action maps so that the lighting is displayed properly. At the moment half the people don't realise that armada even has lighting.

[QUOTE=Chief_Chainsaw;4967134]It does work on phasers etc. but what it does is backlight the firing vessel at the point that's firing.

Does the beam phaser light anything the beam passes near?




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