Hi Sindwiller,
For completeness, as mentioned in the chat yesterday, I'd recommend to try a similar approach as the "glowing balls" that a thrown FaceHugger emits. The material script that is used by these glowing balls is found in DeathMatch\Materials\Sprites.cmat, here is the relevant excerpt:
Code: Select all
Sprites/Generic1
{
diffusemap Textures/Sprites/Generic1.png
noDynLight
blendFunc one one
// blendFunc src_alpha one_minus_src_alpha
red fParam0 // Use 1.0 instead of fParam* !
green fParam1
blue fParam2
alpha fParam3
ambientMask d // Don't write into the depth buffer!
}
You'll want to write "1.0" instead of the "fParam*" keywords, try different values with "alpha", experiment with the blendFunc and ambientMask, but the above should get you started.
Also note that with "red", "green", "blue" and "alpha", the value 1.0 is the default, that is, you can omit/remove lines like "red 1.0" entirely.
Code: Select all
2) How can I make an animation (out of multiple images probably?)
Currently the MatSys doesn't support this at all, but I'll add support for multi-frame images and video textures soon.
My .cmat looks like this:
Code: Select all
Models/Static/light_beam/light_beam01
{
diffusemap Models/Static/light_beam01.png
// lumamap Models/Static/light_beam01_luma.png
// ambientMask d
// nodynLight
blendFunc src_alpha dst_alpha
noShadows
clip nothing
twoSided
alphaTest 0.2
alpha 0.5
}
"clip nothing" and "twoSided" are certainly good ideas and should be added above...
Please keep us posted on your progress - you're exploring new areas for everyones benefit!