Difference between revisions of "HowTo:Add Engine Glow"
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==See Also== | ==See Also== | ||
*[[HowTo:Edit units.csv|Editing units.csv]] | *[[HowTo:Edit units.csv|Editing units.csv]] | ||
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+ | | previous=[[HowTo:Add LODs|Add Levels Of Detail]] | ||
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+ | | next=[[HowTo:Add Per Pixel Lighting|Add Per Pixel Lighting]] | ||
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[[Category:HowTos|Add Engine Glow]] | [[Category:HowTos|Add Engine Glow]] |
Revision as of 08:54, 15 April 2006
Add Levels Of Detail | HowTos | Add Per Pixel Lighting |
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
Add Levels Of Detail | HowTos | Add Per Pixel Lighting |