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Black Emittance?


MrMod89

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@MrMod89

UVB Blacklight/ "glow in the dark" stuff huh?

tangent - after consumption, would the individual glow for a while from inside?

 

there are a few ways you could go about it.

you'll probably need a utility, and 3DSMax 14 etc to properly generate the light though.

if only it were kindly a community resource for folks hehe.

 

 

 

Dread74, Tilarta, CarnageFiend and 'DaKlunge"

had different approaches.

that required making a 'backlit' style texture, similar to the Lava-Lamp Lava-y stuff.

you also need to path and attach the light instance.

 

The author of

"Settlement Objects Expansion Pack" also worked on

UVB klaxon lights and a UVB-jukebox I think...

 

Ideally it would be an inverse-filter over a regular light instance...

sorta like in The Order 1886 or Drake Remastered,

that you can apply filters to the gameplay and make it appear UVB...

the 'tron' mode is just the pre-vis alpha with filter hehe.

 

if you use a "2D-3D" approach,

then, it depends on the animation keying onevent.

you can cause that glow that way without needing a 'proper' blacklight.

it has to do with the alpha opacity behind the texture and the keying.

 

so.

yes, it is possible to key a texture,

such that it looks like it is 'glow-in-the-dark'/UVB.

I tested some now-unlisted mods,

"UVB Pipboy Light" and "The F Ray Alpha-Viewing Ray"

both now unlisted.

 

The UVB one was a lot of fun though.

it caused all sorts of shenanigans.

It really didn't like Glass surfaces or proper mirrors...

pointing the UVB at a 2D animation decal applique surface,

(such as, a fractal animation from fractal artists for 'mesh checking standby")

it would use a lot more resources than it oughta've.

 

My liquid metal and Torggler-doors were very easy to detect with the F Ray and UVB pipboy light -

the textures weren't seamless to those!

there weren't any splines or verts either, so it stands out like a sore thumb to those other methods of checking,

even if you can match it to the background.

the "holographic disguised entrances" places a transparent-solid,

so, it can be better matched to the mesh around it.

 

 

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