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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 03-14-2006, 03:43 PM   #1 (permalink)
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Default [Tutorial] Comanche Glass effect

Okay I'll admit this, its not exactly like the effect, but its pretty close. I've been struggling to get for awhile now.

In addition I'm trying out using Wink. If anyone wants to host it just download the self extractor and thanks in advance. I currently host it on freewebs (which is damn slow!). However its only a few megs so it should take a few minutes.



tutorial online - here (2.90mb)
self-extractor download - here (2.45mb)

Comments are welcome .
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Old 03-15-2006, 08:23 AM   #2 (permalink)
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good tutorial.

It has all steps I have made for a german forum for the same tutorial theme. But your's are quite better because it's visual.


some additional infos:

You can instead of defining the Pass1 material as "Environment" also use e.g. "Linear Offset" with attributes like UPerSec=1.0 / VPerSec=-1.0 etc. which moves the texture along the coordinates.

Multipass materials don't really allow 2 or more passes which all use AlphaBlend methods (or any other transparency mode afaik).

This method also allows you to make you night models with bright windows. If the building already uses the mirror effect that GuyInTheWindow described here you just add a Pass 3 which use Add shader and has a black texture of your building texture where only the parts of the windows are bright. The other steps are similar to those of this tutorial.

@ GuyInTheWindow
Do you also know how to animate textures (without animating the meshes itself) ?
To see an example of what I mean look at the blinky lights which are on some maps of ZH. I mean these red and blue lights which can be placed on ground...
I'd like to know how to create such pulse effect of the lensflare texture. I never got it.
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Old 03-15-2006, 03:59 PM   #3 (permalink)
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You actually just answered your own question :drunk: lol.

You need to use Linear Offset (VPerSec=-1.9 for the blinking lights). It's just that the blinking lights consist of two texture files. The first one (stage 0) is the actual light texture. However the second (stage 1) is the "mask" of the first. To do this you need to set the Shader>Advanced>Detail Color to "scale". The animation part of the effect is achieved by setting Stage 1 Mapping to Linear Offset.

After all that the effect looks kindof weird and not totally blinky. To achieve the full blinking effect you must create another UV Map for the same model and set the UV under vertex material>Stage 1 Mapping. How to actually get the secondary UV Map to be second I'm unsure about.

Ofcourse for the pyramid thingy in the middle of the blinking lights... that's just a Linear Offset.

If I do figure it out.... another wink tutorial!!! .
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Old 03-15-2006, 05:50 PM   #4 (permalink)
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lol. I already got it now. ^^
I'll explain it at weekend when I have more time... it's late now *tired*
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Old 03-16-2006, 10:34 AM   #5 (permalink)
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I posted my result in a new topic already.
CLICK

Both topics, this and mine should move into the tutorial section...
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Old 03-16-2006, 05:48 PM   #6 (permalink)
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agreed . I'll make a wink tutorial out based off yours sometime this weekend, if you don't mind.

But I'm kindof sick right now .
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Old 03-17-2006, 02:49 AM   #7 (permalink)
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no problem
hope you feel better soon!
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Old 03-29-2006, 05:02 PM   #8 (permalink)
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i just wanted to saw awsome tutorial this surely helped me and probably alot of other people aswell

i alway want to ask permission to put this on my own website
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Old 04-14-2006, 02:21 PM   #9 (permalink)
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After a series of sicknesses (is that a word?) I'm back (with a lot of stuff to catch up on).

Sure Hunter, you can place it on your site.
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