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Croblade24
Joined: Mon Oct 01, 2012 1:56 pm Posts: 34
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Adding eye glow
Hey guys,i tried to add eye glow to one of my actors,but when i do(idk if i do it right) he doesn't appear in game nor in the buy menu. Could somebody help pls?
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Sun Nov 11, 2012 2:46 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: Adding eye glow
What did you do? Did you resprite, cause that would have been the simplest way to do it.
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Fri Nov 16, 2012 12:00 am |
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Croblade24
Joined: Mon Oct 01, 2012 1:56 pm Posts: 34
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Re: Adding eye glow
AndyChanglee wrote: What did you do? Did you resprite, cause that would have been the simplest way to do it. Didn't resprite nothing at all,just coppied off some glow codes from other char. So,you suggest i just resprite an existing one with glow?
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Sat Nov 17, 2012 10:02 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: Adding eye glow
Yeah, just open up the .bmp and color it in. If you're art savy (kinda) you could open it up in a program like paint.net or photoshop, make 2 layers (background as original head, top layer copy of glow you want), lower the opacity of the top layer, and flatten them.
I could do it for you if you would like.
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Sat Nov 17, 2012 10:25 pm |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Adding eye glow
Croblade, that glow needs to be attached to a MOPixel, which is then emitted by an AEmitter attached to the head of the actor. Look for Diemos, they have eyeglows, even back at the pre-Lua builds.
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Sun Nov 18, 2012 4:47 pm |
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AndyChanglee
Joined: Sat Jun 23, 2012 2:03 pm Posts: 340 Location: At home, drinking some tears (probably mine)
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Re: Adding eye glow
That also works, and if you play around with some numbers like Lifetime, velocity and spread, you could get some interesting effects.
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Sun Nov 18, 2012 5:14 pm |
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DudeAbides
Joined: Thu Jan 13, 2011 1:31 pm Posts: 158
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Re: Adding eye glow
I like aemitter glows but they are devastatingly unefficient. Having 3-4 guys with glowy eyes can really kill the timescale in a game. I suppose much of this is owed to how the game handles glows as a whole, but there tends to be the trap of 'overemitting' (making waaay more particles than you really need to) with an aemitter.
If you're willing to learn lua, the most efficient way to do it is probably to hook up a script to the head that generates a glow mopixel every cycle at a set location that rotates with the head. Set the glow pixel to last about 20 milliseconds (give or take for different effect) and you should be good. RotateOffset for the win.
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Sun Nov 18, 2012 9:29 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Adding eye glow
Or hell, just creates a MOPixel glow and moves the pixel around.
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Sun Nov 18, 2012 11:45 pm |
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Croblade24
Joined: Mon Oct 01, 2012 1:56 pm Posts: 34
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Re: Adding eye glow
p3lb0x wrote: Or hell, just creates a MOPixel glow and moves the pixel around. Lol,gonna stick to this I tried,i read Shadowstorm's codes,(yes,AEmitters nad MOparticles)but i still suck I just had to copy it off caus the characters have the same offsets and that stuff So idk what i did wrong,i would need a bit more detailed tutorial And hell no,im not learning Lua
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Mon Nov 19, 2012 6:28 pm |
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Croblade24
Joined: Mon Oct 01, 2012 1:56 pm Posts: 34
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Re: Adding eye glow
AndyChanglee wrote: Yeah, just open up the .bmp and color it in. If you're art savy (kinda) you could open it up in a program like paint.net or photoshop, make 2 layers (background as original head, top layer copy of glow you want), lower the opacity of the top layer, and flatten them.
I could do it for you if you would like. Please,if you could Thanks
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Mon Nov 19, 2012 6:29 pm |
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