Difference between revisions of "HowTo:Add Engine Glow"

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Adding engine glow to your model is easier than you may think.  
 
Adding engine glow to your model is easier than you may think.  
  
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*Aeraburn
 
*Aeraburn
 
*Thrust1
 
*Thrust1
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==See Also==
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*[[HowTo:Edit units.csv|Editing units.csv]]
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[[Category:HowTo|Add Engine Glow]]
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[[Category:HowTos|Add Engine Glow]]

Latest revision as of 12:58, 4 March 2011

arrow_left.png Add Levels Of Detail arrow_up.png HowTos Add Per Pixel Lighting arrow_right.png

Adding engine glow to your model is easier than you may think.

First, you will have to determine the coordinates of the engine. This can be accomplished in Wings3d easily by simply selecting the vertex where you want the center of the glow to be at and copying its coordinates into units.csv. If no vertex exists at the location, you may add one by splitting lines into several sections (creating several verticies) or by connecting two verticies and splitting the new line in two to create a vertex at the midpoint.

Decide on an engine type, and fit it into the following syntax:

{meshfile(string);x(meters);y(meters);z(meters);scale(meters);r(percentage);g(percentage);b(percentage);a(percentage);activationspeed(meters/second)}

For example:

{supernova.bmp.bfxm;-110.0;70;-280.00000;58;;;;;}

Multiple engines may be added through multiple sets of braces.

Engine types

FIXME We should list them all.

  • Supernova
  • Aeraburn
  • Thrust1

See Also


arrow_left.png Add Levels Of Detail arrow_up.png HowTos Add Per Pixel Lighting arrow_right.png