Glow FX Tutorial

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GD1
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Glow FX Tutorial

Post by GD1 » Tue Aug 30, 2005 8:57 pm

Hey guys, I came across a number of cool effects while trying to make Fatal Exception. Since then I have had to temporatily abandon the project due to lack of time. But, I dont want my work to go to waste, so I'm planning on posting a series of tutorials explaining how to achieve the various effects i was using. The attached file includes the first tutorial, which shows how to use glow effects.

I hope this is useful to you guys.

David

(EDIT: Fixed typo on step two. Should have been 1/8-1/4 larger, not 1/8-1/4 the current size)
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Glow Effects Tutorial.zip
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Last edited by GD1 on Wed Aug 31, 2005 5:20 pm, edited 2 times in total.
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federico
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Post by federico » Wed Aug 31, 2005 9:19 am

really nice tut!
I'm working on a new site for my experiences, and i'll be glad to publish it in the RF Tutorial section.
The "try by yourself" approach is always the best way to learn something.. . :wink:

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Post by AndyCR » Wed Aug 31, 2005 2:29 pm

this should be helpful, thanks! (i was just thinking about starting a thread about what happened to fe)

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Post by GD1 » Wed Aug 31, 2005 5:18 pm

really nice tut!
I'm working on a new site for my experiences, and i'll be glad to publish it in the RF Tutorial section.
The "try by yourself" approach is always the best way to learn something.. .
thanks! feel free to post it anywhere!

I just noticed a typo that might confuse some people, i wrote for you to scale the second cylinder 1/8-1/4 its current size, i should have wrote 1/8-1/4 larger than its current size. I'll fix the typo and post a revised version.
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Post by hike1 » Thu Sep 01, 2005 1:55 am

That looks good, use it for a transporter booth, how bad is it on
frame rate, i.e, does it run if not visible, if so, any way to
turn it off and on with triggers?

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Post by GD1 » Thu Sep 01, 2005 9:41 pm

It's actually really fast on framerate. It's just a two low-poly static meshes (1 would even work) set to bypass lighting and physics calculations, and then a few 2D bitmaps.

It's not rendered when off-screen either (unlike foglights). The coronas "bloom" in and out when their visibility state changes, making this much prettier in realtime, especially when used on small objects that get clipped by other geo alot.

I dont know for sure, but i think coronas can be triggered on and off, but the static meshes cant.
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Destron
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Post by Destron » Wed Sep 12, 2007 7:31 pm

I don't mean to bring back a really old thread, but does somebody have this that can re-upload it?
When I try to download it I get a message saying that the file wasn't found.

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Post by GD1 » Thu Sep 13, 2007 11:03 pm

hmmm.... thats odd... I have it on my old computer, I'll see if i can upload it again.
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Post by Destron » Thu Sep 13, 2007 11:31 pm

Thank you, that'd be very helpful. :)

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Post by GD1 » Tue Oct 02, 2007 10:56 pm

sorry for taking so long. My old computer is pretty much shot, so i can't really recover the file. But, I tried the download again and it worked this time. maybe the site was experiencing difficulties. So give it another shot and see if it works.
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Post by Destron » Wed Oct 03, 2007 3:50 am

Thanks, it works now! :o

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