Hmmm,
Ever notice that freelancer uses no 'separate' glow maps.. btw.. its not all about alpha channels either..
There are two ways to make a texture glow.. you can make a separate texture panel and map only the glows to it.. or you can make a whole texture glow and at the same time make it translucent.. you can also 'dial in' the level of illumination required.. this is where it get's tricky..
Following up on some suggestions and some work by Argh.. and applying some of the glow methods used in Freelancer..I re-discovered something that I found out long ago.. but as I said couldn't find the dimmer switch.. well I found it.... (this is sort of new)...
I believe that certain suffix's on texture panels in native freelancer files can also provide another method of glow mapping 'whole' textures.. without going into detail.. and if you look you will see what I mean.. Liberty uses.. *goes digging with utf* .. umm.... L_R_wnds_selfillum_256.tga.. (the selfillum is the key) and the material has a couple of extra nodes:
Et_flags - 64,0 (int array)
Et_name - L_R_wnds_selfillum_256.tga
Type - DcDtEt
Bretonia uses: texture_name-GS.tga (actually dds but who's counting).. I guess the others use something else, I havent looked ..
also you can use Ec as a float..
This is where it gets interesting,, and remember we are not just talking lit panels here.. what I believe is that the freelancer creators used several light switches in panels, (Et) however, because the lit areas were small they needed no dimmer switch..
to make a whole texture glow, retain its features - i.e will not wash out and still control the level of illumination, then this is what I did:
Using the archangel tex as as example (it has two 1024 x 1024 dtx1 panels and a small 128x128 panel for the glass (which I did not want to glow))
Material Library
archangel_9
Dt_flags - 64.0 (int array)
Dt_name - archangel_9.tga (really dds)(string)
Type - DcDt (more on this later)
Et_flags - 64,0 (int array)
Et_name - archangel_9-GS.tga(string)
Ec - Float
Ec values from:
0.950000
0.950000
0.950000
0.000000
to:
0.550000
0.550000
0.550000
0.000000
Seem to work best 950000 (95% lit) is the upper limit and is bright.. go to:
0.100000
0.100000
0.100000
0.000000
and its white or very washed out.. 550000 (55%) is very subtle.
This is the dimmer switch...examples follow
55%
95%
You'll notice in the above example that I have only used DCDt in type.. this still works the best I have found as you control the level of illumination externally somehow.
EcEt in (type) when used with Oc results in a totally transparent texture.. yet you can still be detected and destroyed.. external weapons etc.., are still displayed
Et = Emissive texture.. others work not mine..
Ec = Emissive control.. ? the dimmer switch? it appears so..
-GS = Glowing surface?
selfillum = .... seems to say something that needs no explanation
Oh and btw.. you CANNOT do this using the .mat file exporter.. the values must be added by hand using utf..*general shudder*.. lol
Harrier