Thanks! I'm really proud of this shader. The glow effect is controlled by the alpha channel in the specular texture. This value is animated with a sin function, clamped to the 0-1 range, which will fade the alpha value over time. Right now, the only thing in the alpha channel is the orb, but I could paint in a low value gradient for the arms and staff, and it would look like the orb is illuminating them as well as it fades in and out - that would be REALLY cool!
If you have at least a shader model 3 capable card, and I think most people do now, you can run this effect. Plus this shader is specifically for skinned meshes, unlike the weapon shaders in FPSC X9. Most weapons being made now are using skinned models I think. For a more generic shader for future models I will use the specular alpha to control specular tightness/glossiness. The days of me painting in lighting manually into the diffuse texture are over!
Quote: "I think that the sound effect sounds a bit too....1980's Doctor Who, if you get what I mean...
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Hehe yeah maybe a bit too 50's scifi, but I'm not much of a sound engineer, I scrolled through some synth presets on my keyboard until I got a decent looping sound.
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"bond1 - You see this name, you think dirty."