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Ub3rS0ldAt Patriot of War
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Posted: 6th Feb 2004 20:36
How do I have it when there is a bright color on a surface, and make it glow?

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zircher
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Posted: 6th Feb 2004 22:04
Since DBP is not a ray tracing renderer, you can't have true glowing objects. But, there are several tricks you can do. Besides high ambient lighting, one method is to have a ghosted second object that hangs over the glowing object like a thin layer. Another trick is to emit short duration translucent particles. [I have not played with particles that much so I don't know if you can use DBPs or if you'll have to roll your own code.]
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Ub3rS0ldAt Patriot of War
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Posted: 6th Feb 2004 23:08
Hmmmmm, can I do the glowing thing with the NGC dll prog? If so, how?

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zircher
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Posted: 6th Feb 2004 23:43 Edited at: 6th Feb 2004 23:48
Sigh, that's like using a mini-gun to fine tune a duck. (Wrong tool for the job.)

The NGC dll is used to provide easy to use collsion detection between objects and some types of terrain. It has nothing to do with lighting special effects or tricks.

In detail, what kind of glowing special effect are you trying to achieve? Ambience makes the whole object glow. Specularity makes the object reflect light on its surface. Light maps make only specified parts glow (based on a light map texture). Ghosted objects can be used to create a static/constant aura. And, particles are small bitmaps that can be used to create emission like effects from a soft glow to throwing off sparks.
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Hamish McHaggis
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Posted: 7th Feb 2004 01:20
For glows look for street lamps in the codebase.

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Ub3rS0ldAt Patriot of War
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Posted: 7th Feb 2004 01:59
Here is an example of what I looking for.



This effect is also added to have metal shine.

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Dave J
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Posted: 7th Feb 2004 02:47 Edited at: 7th Feb 2004 03:03
They do something like that in PoP:SoT.





That last image really doesn't do the game justice, on a high-end system it looks simply beautiful. I say 'high-end' for a reason, the glow effect is done through shaders and so a lot of graphics cards won't support it. You can do it the same way as DBP supports HLSL FX shaders but this isn't ideal as like I said, it doesn't work on a lot of systems and good luck trying to find a shader that simulates it anyway.

Another option is to do a gradient glow looking image, texture it to a plain, ghost it and put it in front of the window you want to glow. Also set some object properties such as it isn't affected by lights, ambient, etc.

Edit: Just took a look at the street lamp entry, its essentially the same as what I said to do, so take a look, it's pretty damn good.


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zircher
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Posted: 7th Feb 2004 03:16
Metal shine can be handled easily by using specularity and if you're really gung-ho, spherical environment mapping. [See the demo on the CD.]

You could fake that glow by use a 24bit PNG texture that has variable transparency and applying that to a plane.

Some other ideas:
http://developer.thegamecreators.com/?m=forum_view&t=6911&b=6

http://developer.thegamecreators.com/?m=forum_view&t=1026&b=6
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Ub3rS0ldAt Patriot of War
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Posted: 7th Feb 2004 04:18
Well I don't have to worry if its not supported. All of my games are Direct X 9 gfx card compatible only. Those are some good ideas by the way. I will work on that stuff ASAP.

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Eldar
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Posted: 10th Feb 2004 01:32
He's talking about HDR(high dynamic range) you can use shaders for that. Check out cgshaders.org and see if they have any(can't remember if they do).

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Eldar
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Posted: 10th Feb 2004 01:35
I've actually coded a glow shader, but it's not what you want(it makes the entire object glow,it's for lasers and stuff) plus it's in shaderworks(no FX output yet).

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Ub3rS0ldAt Patriot of War
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Posted: 10th Feb 2004 04:56
Is there a way to simulate the shader with out the need of Pixel or Vertex shading support. I don't have that type of GFX card yet.

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Neophyte
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Posted: 10th Feb 2004 05:14
@Ub3rS0ldAt Patriot of War

"Is there a way to simulate the shader with out the need of Pixel or Vertex shading support."

In a word, no. The only way to get around a lack of hardware is to use software emulation and DBPro doesn't do that. Even if it did you wouldn't like it, as you'd be counting seconds per frame instead of frames per seconds.
Ub3rS0ldAt Patriot of War
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Posted: 11th Feb 2004 01:10
Yeh, well I guess if I'm going to make a game, i'll have to put some money into hardware and software.

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Dave J
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Posted: 11th Feb 2004 07:45
The only problem is that you're users will also have to do it to play the game.


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Ub3rS0ldAt Patriot of War
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Posted: 12th Feb 2004 01:07
Yeh, thats why its going to be a Direct X 9 compantible only.

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Eldar
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Posted: 12th Feb 2004 01:11
What Exeat is saying is that not alot of people have highend DX9 hardware, expecially casual gamers.

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Ub3rS0ldAt Patriot of War
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Posted: 12th Feb 2004 03:21
But when you think about, being a highend game means you can compeat with games that NEED the directx 9 compatible gfx cards like Doom 3, Deus Ex 2, Thief 3, Half Life 2. (Whats with prequels, and sequels this year).

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Dave J
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Posted: 12th Feb 2004 08:05
You can still compete with them without having to have shaders. But in reality that's never going to happen with a game made in DBP anyway, I'll be blunt, all those games are made by qualified teams with years of experience in C++. You're trying to make a game in DBP with a couple mates. No offence but it's simply not going to happen. You can still make a great game, just not one that's going to be even close to the standards of any of those games.


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Ub3rS0ldAt Patriot of War
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Posted: 13th Feb 2004 01:24
I guess so. But shaders create beautiful looking things with out too much proccessing power as if it didn't use shaders. Like, grass. I have the shader to create animated grass blowing in the breeze. Each blade of grass is detailed. Now imagine doing that without shaders. It will be useless. It creates realism and can turn a game that is dull to very cool.

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hexGEAR
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Posted: 13th Feb 2004 01:31
... but not a game that's boring to very interesting.

listen, you don't stand a chance going up against the professional game makers in terms of graphics and speed using dark basic pro but you do in terms of playability and originality. Use what leverage you have wisely and i guarantee you your game will get noticed, even without the shaders...

Ub3rS0ldAt Patriot of War
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Posted: 14th Feb 2004 01:14
Yeh, but I think i need the shaders to get some effects that i'm looking for. I guess I can create 2 versions. One with shades, and one without them.

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zircher
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Posted: 14th Feb 2004 04:13
You can try to detect that shader capability and just have the program use it if it is available. Also, you can give the user the option use it or not for performance purposes.
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Posted: 14th Feb 2004 10:01
@Ub3rS0ldAt Patriot of War

Zircher is right. You can use the get maximum pixel shader version() and get maximum vertex shader version() commands to determine whether someone's graphics card can support shaders or not. If the value returned is equal to zero then they can't support them.
Ub3rS0ldAt Patriot of War
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Posted: 15th Feb 2004 00:06
Ok, cool. Thats what i'll do. Thanks.

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