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FPSC Classic Models and Media / How to remove the glow off of an entity?

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2Beastmode4u
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Posted: 12th Jul 2011 04:15
Well, I've been wondering this for awhile now so I'm asking. How do I remove the glow? Also, is it possible to switch in game the glow or not glow? Thanks.


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WickedX
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Posted: 12th Jul 2011 04:44 Edited at: 12th Jul 2011 04:51
If your referring to the bloom. Set postprocessing=0 in the setup.ini and buildsetup.ini files or lower the values in the bloom.fx file. If you mean the ammoglow or weaponglow, change the main ai scripts to ammo or weapon.
2Beastmode4u
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Posted: 12th Jul 2011 04:49
No, like for Willow's Saloon models. They have a glowing texture. I want to get rid of the glow, but how?


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Captain Coder
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Posted: 12th Jul 2011 04:50
I'm not an FPSC guru, but let me see if I can help.

The "glow" effect you are talking about sounds like the ones that are used by scifi and modernday weapons and some scifi items the player can pick up, such as health packs. To keep weapons from glowing, change their Main AI script to "weapon.fpi". For health packs, change the main script to "pickuphealth.fpi".

Also, if you want an item to simply hover rather than levitate, use this little script I pulled together and save it as "itemglow.fpi" in notepad:



I'll probably post this script on the FPSC scripts board, since it has more meaning their.

If these tips don't work, see if you can give us some more detail about what entity is glowing that you don't want to.

By the way, I believe the FPSC Community Guide might have already answered this question, but I am not sure.

Hope this helped.

Signing off,
Captain Coder
BlackFox
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Posted: 12th Jul 2011 05:49
I recall Cosmic making a Saloon pack; I don't know what models from Willow you are referring to. Perhaps you can tell us specifically.

As far as the glow, did you go into the fpe file and remove the "effect" from the line? For example, if I look at one of her models from her Neon Sign kit, the bank sign has this as the effect:

effect = effectbank\illuminationent\illuminationent.fx

Try removing that from the particular model's fpe and see if that works.

- BlackFox
2Beastmode4u
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Posted: 12th Jul 2011 16:08
Here is a link to Willow's pack (It was actually called Willow's Place).

Link:
http://www.northernfoxmedia.com/?option=downloads&catid=78&order=0&otype=0&Itemid=0&page=1

So removing the effect will only effect the glow?


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Captain Coder
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Posted: 13th Jul 2011 03:30
Oh great, now I feel really stupid.

Sorry guys, I didn't see the other posts until after mine had already been sent to be looked over by TGC mods (I am new to the forums, so TGC checks out my posts prior to releasing them to the forum.)

If Willow has an email address in her profile, then you might want to ask her how to remove the effect. Since they are her creations, she might know what effect you are trying to get rid of and help you.

Hope you can figure out the problem.
Captain Coder
grunt4000
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Posted: 13th Jul 2011 12:57
To remove the weapon or ammo glow, open your Gun.FPS and search for the aimain file, remove the WeaponGlow.fpi file and change it to weapon.fpi. I hope this helps!

But, also what do you mean by removing the glow? Which glow do you want removed?
Gencheff
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Posted: 13th Jul 2011 17:42
The glow is caused by illumination maps(from an illumination shader).Like BlackFox said,remove the effect line and you won't have anymore glow.

Samotnijat vylk nasred gorata.
-3D,2D Artist,Animator,Web developer and Programmer.
BlackFox
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Posted: 13th Jul 2011 17:57
@ Captain Coder,

No need to feel stupid at all.

I will further explain what needs to be done so people that are new know exactly what I was meaning. Using Willow's Jukebox from the props section of the pack mentioned, here is the current fpe file:



The effect line is removed, or rather the path and shader file path is removed. So you would have the fpe like this:



All you remove is the path. The "effect=" remains.

- BlackFox
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Posted: 13th Jul 2011 22:34
@BlackFox: Thanks, that makes me feel better. BTW, checked out your Northern Fox Media website, looks really cool.

Hope 2beastmode4u figures out the glow thing. It sounds like you have it nailed BlackFox, because I don't know how in the world you would make a texture GLOW.

@2beastmode4u: Here's an idea to test if it really is glowing or if the texture is painted to make it look like it is glowing. Take any object that the player cannot take into his personal inventory, such as a small crate, and put in the editor map. Put the crate directly infront of the glowing entity. Make sure you have ground segments underneath the entities and the player start or else you will die right away and repeatedly. Now test play the game. Walk over and position the camera so that you can look down between the entity, and the side of the crate facing the entity. If the crate face has the same/similar color of the glowing entity, then you should follow BlackFox's advice. I believe that will do the trick. If the box face is reflecting the same/similar color, then the entity was probably painted to look like it was glowing. In that case, a retexture might fix it.

Hope it helps,
Captain Coder
anayar
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Posted: 14th Jul 2011 05:26
I don't know guys... Sometimes, when static lights overlap or when I have a dynamic light, my static entities glow I don't know if Dipo here is having the same problem...

Cheers,
Anayar


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2Beastmode4u
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Posted: 15th Jul 2011 00:21
Well Abhi, the problem with the glow is in the texture. It will only glow with Full Shaders on, so I know it's in the texture. It's like how you make a lightsaber glow.

Thanks for all of your help guys. I just emailed Willow so we'll see where it goes from there.


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Willow
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Posted: 15th Jul 2011 01:06
Quote: "It will only glow with Full Shaders on"


Do BlackFox what said, change or remove the effect in the .FPE

That will fix the glowing effect.
2Beastmode4u
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Posted: 16th Jul 2011 21:14
Thanks guys! The only thing is, the pool balls didn't ever have an effect with it and they still glow in the dark... Does anyone know why?


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Captain Coder
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Posted: 16th Jul 2011 21:38
Yeesh, this problem just won't leave you alone, will it?

The only thing I can think of is that if you have the ambience lighting on max then some entities will appear to glow. Other than that, I am absolutely stumped...

Have fun,
Captain Coder
Willow
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Posted: 17th Jul 2011 00:14
It has to be you ambience lighting as Captain Coder said. I took it in my FPSC and took screen.

BlackFox
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Posted: 17th Jul 2011 02:16
It is the ambience lighting. We did the same thing as Willow and have no issues.

- BlackFox
2Beastmode4u
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Posted: 17th Jul 2011 02:26
Well, here is what mine looks like in 2 different ambiance setting that are kin of dark.





In bright light, they glow so much, there are white.

Any ideas on why mine is different from everyone else?


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BlackFox
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Posted: 17th Jul 2011 02:37
Quote: "Any ideas on why mine is different from everyone else?"


Your FPSC is messed up somewhere... In bright light mine are normal, and in dark I can't see them... exactly the same as Willow's screens.

It's a simple step to solve the issue. If in fact the entity does not have an effect assigned to it, and yet your entity (as shown by your above screens) are glowing, then it is not the model, but your FPSC (either settings, etc). And the authors don't provide support for the application, just their models.

What about other models. Are you saying that only the pool balls are doing this? Any other media doing the same? If so, check their fpe's to see if there is an effect assigned and remove it. If you are having issues and no one else is, there is a good bet that something is jumbled somewhere, whether it is a setting overlooked, something in the setuplevel.fpi file, ambience setting, etc. Part of development is learning and knowing your software, and then you will be able to find the issues easier.

You have to also remember that authors test their media before they release. If the end user is having an issue like what you described, it sometimes can't be replicated by others. It can be frustrating. I've also seen a few instances where another piece of media was the cause of an entity to look strange, etc. You might want to thoroughly examine your level and make note of what you're doing to help spot the error.

- BlackFox
bruce3371
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Posted: 17th Jul 2011 02:52
Quote: "I've also seen a few instances where another piece of media was the cause of an entity to look strange, etc. You might want to thoroughly examine your level and make note of what you're doing to help spot the error."


I'd recommend you do this as well. I had a similar problem, entities were glowing with no effects assigned to them and ambience set to low. I even had glowing segments. It took me a long time to figure out what the problem was. At first I blamed the media I was using, but then when I still couldn't get it sorted, I started looking else where.

Anyway, to cut a long story short; it turned out that the particular flashlight that I was using, required a dynamic light with a range of 0 to be used with one of the flashlight's scripts. I tried giving it a small light range, and hey presto! No more bright glow!

So, thoroughly check your level, have a look at what else is in there. It might be the least obvious thing causing it.

2Beastmode4u
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Posted: 17th Jul 2011 03:14 Edited at: 17th Jul 2011 03:15
Quote: "Are you saying that only the pool balls are doing this?"


Yes, only the pool balls. First time that I've encountered this glow.
I just tried putting it in a level by itself and it still glowed, so I know it's not another entity that is causing it. All that could do it would be something inside FPSC. A setting or something. So, I turned fullshaders off and got this:



Something is definitely wrong here.


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BlackFox
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Posted: 17th Jul 2011 03:24 Edited at: 17th Jul 2011 03:28
I can guarantee it is not Willow's models that are the issue.

Quote: "All that could do it would be something inside FPSC. A setting or something. So, I turned fullshaders off"


Did you check the setuplevel.fpi file (in the languagebank\english\gamebank\mygame\ folder if it is a test you are running) to see what the ambience is set to in that file? Is there any script that is running that deals with ambience or lighting running anywhere in the level?

- BlackFox
2Beastmode4u
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Posted: 17th Jul 2011 03:47
Yes, I have a script that changes the ambiance in the level, but when I made a new file and tested it, I still got the same outcome as above.

In the setuplevel.fpi the ambience is set to:

Quote: ":state=0:ambience=25,ambiencered=255,ambiencegreen=255,ambienceblue=255"


In the test game though, I changed that with the ',' and '.' keys.


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BlackFox
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Posted: 17th Jul 2011 03:54
I did a test level myself. I placed the pool balls in the floor- one static and one dynamic. When I ran a test and increased the ambience to full bright and then went to full dark, they did not glow.

It is not the model. It is your FPSC, and what exactly I am not sure outside of the ideas I've presented.

- BlackFox
bruce3371
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Posted: 17th Jul 2011 04:18
I've just been playing around with the pool table and pool balls.

When I put them in the level, without changing any of the entities' settings, I got the same result as 2beastmode4u; ie the pool table was ok, but the balls were glowing.

After a lot of fiddling around, changing various settings, adding static and dynamic lights etc etc, I finally got rid of the glow simply by changing the pool balls from static entities to dynamic entities.

BlackFox
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Posted: 17th Jul 2011 04:39 Edited at: 17th Jul 2011 04:52
Here is my test:

First screen- at the start. Ambience set to 25, no shaders on. No lights placed in the room at all. Table on the left has dynamic pool balls; table on the right has static pool balls.



Second screen- ambience cranked high.



Third screen- ambience cranked low.



ADDITIONAL:

Here is the second test, using two static yellow lights, range 50. Same setup as before, dynamic balls on left, static on right.

Fourth screen- start of the level.



Fifth screen- ambience cranked high.



Sixth screen- ambience cranked low.



CONCLUSION- the static pool balls glowed when the lighting was added. But if I leave at dynamic, they are fine (without the glow).

Therefore, it is not the model or anything that Willow can do about it. It is the lighting and how you place the model in your level.

- BlackFox
bruce3371
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Posted: 17th Jul 2011 17:22
I have to be honest, I've always been a bit confused about how dynamic and static lights and entities interact with each other.

I've always just fiddled around with things until I get them working, without really understanding WHY different combinations of static and dynamic lights and entities behave the way they do.

I think the problem is that it is easier to blame the media, than it is to try and fully understand what is going on. When in fact, it has nothing to do with the media at all.

On a side note, now that I've had a fiddle with Willow's pool hall/casino stuff, I might just go and create a level or two using it! It really is good media that she creates

BlackFox
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Posted: 17th Jul 2011 18:12
Quote: "I have to be honest, I've always been a bit confused about how dynamic and static lights and entities interact with each other. "


Me too. It is an art in itself.

Quote: "I think the problem is that it is easier to blame the media, than it is to try and fully understand what is going on. When in fact, it has nothing to do with the media at all."


Agreed. As it was suggested prior, it was the texture and yet it was proven it was not the texture. All one has to do is try multiple combination's with their issues. If it's dynamic with an issue, try static...etc... I did my first test in my previous post and as BlueFox and I were chatting about it, it had clicked in my head to try with the lighting. Had the OP been more descriptive in the problem, then it would have been discovered quicker.

In any event, it is a learning curve.

Quote: "On a side note, now that I've had a fiddle with Willow's pool hall/casino stuff, I might just go and create a level or two using it! It really is good media that she creates"


She's had a good teacher. We use all her media and enjoy it.

- BlackFox
Captain Coder
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Posted: 17th Jul 2011 21:36
I have an idea:

I think we get it that it is not willow's media, so let's stop talking about whether the media is to blame or not, and instead begin a constructive conversation on how to help, what do you say, 2beastmode4u?

So, let's get FPSC ready and try some things. Let's also look at scripts, FPE's, all that good stuff, and... hang on, I have an idea. Let me peek at some FPE's...

After doing a quick scrounge-around of some FPE's from various folders, here is what I found (NOTE: I didn't check every FPE; I'm using inductive reasoning):

Sci-fi entities: All of the non-character entities use the following shader:
Quote: "effect = effectbank\bumpent\bumpent.fx"


All other entites (WW2, Model Pack 1, etc.) DO NOT have an assigned shader in the "effect" line.

THEREFORE, I conclude the following and two suggestions on how to fix it:

Diagnosis (based on my knowledge, experience, and understanding of FPSC): For some reason, FPSC does not understand how it is supposed to light the pool balls, and gives them a glow effect... the way you describe how the light of the balls changes in response to ambience light (glow white with 0 ambience) sounds like the engine has got some sort of light calculations (or SOMETHING, I really don't know what) for the balls only. Are the balls black with full ambience? If so, this is (I think) the case. I could be TOTALLY WRONG (not very reasuring-sounding, is that), but who knows?

Now for a few prescriptions:
1) Insert the scifi effect into the "effect" line of the balls FPE. This might cause FPSC to make the balls look very odd, as this shader appears to only be used on sci-fi, but it might at least stop the glow effect.

2) Back up all your work (maps, custom media, etc.), uninstall you're model packs and FPSC, and reinstall everything. I know it's a time-consuming job to do all that (I've done it roughly four times since I got the full-version of FPSC in March this year), but sometimes reinstalling FPSC will work wonders on it.

Another idea I have is to setup the balls, player, and ground only and then use the build game feature. If it still glows as an executable, then something is definitely wrong with FPSC.

I hope everyone else can offer more help.

Hey, just an off-the-wall thought, but do you think your graphics card is the problem? Just a crazy idea.

Signing off,
Captain Coder

PS: @willow: I like your work, looks awesome! Unfortunately, I don't think I can use your work. At least not now, anyway. I'll be sure to keep you on my "good media sellers" list, though!

@2beastmode4u: You've gotta admit, the glow-in-the-dark balls look pretty cool, although I know the cool-ness of something can wear off if it keeps defying what you want it to do. Good luck! Hey, maybe you can work glowing-balls into your story? It would be hard, but it would certainly add a memorable part to your game!
anayar
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Posted: 18th Jul 2011 11:12
Quote: "2) Back up all your work (maps, custom media, etc.), uninstall you're model packs and FPSC, and reinstall everything. I know it's a time-consuming job to do all that (I've done it roughly four times since I got the full-version of FPSC in March this year), but sometimes reinstalling FPSC will work wonders on it. "

Wouldnt you call that a bit of an overkill?? I mean, Why would you do a total re-install if its just one model?? Dipo, email me if you want a set of pool balls I have lying around

Cheers,
Anayar


For KeithC
BlackFox
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Posted: 18th Jul 2011 17:58 Edited at: 18th Jul 2011 19:05
Sigh... it is not Willow's model. Our screens and testing, plus Bruce3371's comments, has confirmed the same thing. It is the lighting used and the entity's chosen type (dynamic or static) that is the issue. By using the pool balls in static mode with lighting did we show the same "glowing" results. Therefore, changing them to dynamic will solve that issue.

It proves that it was not the texture, which is what the OP was trying to imply.

- BlackFox
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Posted: 18th Jul 2011 23:43
@Anayar: Nice to see you again! Thanks for the help you've given me on my other threads. Anyway, you're probably right that it is over kill, but like I said above, my diagnosis and prescriptions were based on my experience.

At any rate, I just realized something working on FPSC last night, and I'll share that in a minute.

First, before I get to what I found (which isn't new), I need to make a correction: before I made my last post, I realized that I misread something. I thought 2beastmode4u said in one of his posts that the balls got brighter as ambience got lower. He actually said this:
Quote: "In bright light, they glow so much, there are white."


Sorry about that.

Getting back to my original "discovery", I was working on a special game that required two boxes to be dynamic to run special scripts I made. To add some atmostphere, I had the ambience low and a bright light up high to make it look like a street light was illuminated. So when I went into the test game, I went to the boxes to see if I could jump over a wall (which I did not want the player to do). As I walked towards the boxes, I noticed that two of the boxes looked brighter than another box right next to them.

My first thought was Oh man, why is it doing that?

Then I thought Oh, those brighter boxes are the ones that are running my scripts.

And then I thought Oh, that box that's not as bright is static.

And then I remembered this thread!

So, I conclude that dynamic entities glow brighter than static entities in the presence of a light.

Quote: "CONCLUSION- the static pool balls glowed when the lighting was added. But if I leave at dynamic, they are fine (without the glow)."


I find it more than a bit odd that BlackFox's FPSC lights things in almost the opposite manor as mine: to restate my conclusion, my dynamic entities "glow" when they are in a light, but my static entities do not "glow" if they are in a light.

I might take a screen shot later of my level and then try this idea out on other entities (stock media, etc...). Will see what happens.

I hope we're being more help than we are a problem, 2beastmode4u!

Hope things work out,
Captain Coder
BlackFox
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Posted: 19th Jul 2011 00:48
Quote: "I find it more than a bit odd that BlackFox's FPSC lights things in almost the opposite manor as mine: to restate my conclusion, my dynamic entities "glow" when they are in a light, but my static entities do not "glow" if they are in a light."


Could be a number of things. One, I'm still on FPSC v1.17. Two, I don't have my shaders turned on. In any event, the main issue was resolved. The OP stated:

Quote: "It will only glow with Full Shaders on, so I know it's in the texture"


...when in fact it has nothing to do with the texture, or the model. It has to do with lighting. Why is does what it does in my setup and the opposite for you is unknown to me. Lighting is still an area that is gray for me.

- BlackFox

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