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Q4 : circular flare?
Posted: Sun Mar 05, 2006 9:14 pm
by Johnny Law
I am full of questions this weeked!
Here's an easy one:
I've seen several examples of how to make rectangular flares to put in front of light textures. Is there a way to get this same effect for round lights? I did try messing with a "cap"-style mesh that had the flare texture on it, but the effect was very very faint.
Posted: Sun Mar 05, 2006 9:49 pm
by o'dium
I suggest doing what you did with another flare texture. There are a load of textures that have different flare sizes and fade settings, and if you cant find the one your looking for, make your own, its very easy.
Posted: Sun Mar 05, 2006 10:30 pm
by Johnny Law
Hmm. Well, when I said "very very faint", I meant to say "very very very faint".

It didn't seem like the "deform flare" effect is working on that type of patch.
On further searching around, this might be relevant to the problem, if not the solution:
http://www.doom3world.org/phpbb2/viewtopic.php?t=1409
Posted: Mon Mar 06, 2006 3:21 am
by Black_Dog
The flare glows use deform flare, a vertex modifying material keyword that will only work on individual quads. Patches like bevels or caps that the engine tesselates into triangles will break those materials in game, so you won't see the flare effect on patches that aren't quads.
You can fake individual triangular flares easily by making a patch with one really really small edge, but strips or groups of triangles won't look good done that way. You might have to settle for using a sprite flare for round flare effects (welcome to 1999).

Posted: Mon Mar 06, 2006 6:29 am
by Johnny Law
Yeah... sprite ain't doing it unfortunately, these lights are too close to the player. Sprite just looks goofy. Ah well.
Posted: Tue Mar 07, 2006 9:45 am
by corsair
I'm not sure whether you're after a flat circular flare or a sphere'ish one - if the latter, you could make it with having a 1x1x1 unit brush with a flare shader on each of the six sides, and have its spread/radius set to yer prefered size.