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My Expectations Maybe a Bit High???

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My Expectations Maybe a Bit High???

Postby ddocg on Fri Dec 26, 2008 6:31 pm

Hello, first post on these forums so please go easy on me and my lack of knowledge!

My main question relates to a texture that is used in a 3D game.

The problem within the game is nighlighting or backlighting of instruments...there is none!

Is it possible to edit the texture in PS to achieve backlighting at night?

I'm thinking along the lines of a watch face, during daylight the watch face appears normal, however, in the dark, the numerals glow.

Is this effect achievable and would it work in the 3D game??

Thanks for your help

Dave
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Re: My Expectations Maybe a Bit High???

Postby CWB on Fri Dec 26, 2008 7:34 pm

Well Dave,

Your expectations are not too high. Although this does however take a little bit of graphics and programming knowledge.

First, you have to set a variable in the game and assign it to the watch face. Then, if you are using an object oriented 3D design program like Maya or 3D Max, you can assign an ID for the variable to the surface of the watch. Then you will need to link the watch to two separate textures and assign a time variable.

Or, with PS you can just create one texture map and assign it to your characters watch. Then within your game just set a lighting effect for that particular item.

Note: There are many ways to do this, but much of what you are doing depends on Light Source, Angle of Light, Reflection & Color of Light.

Most games use .bmp of .gif for use of smaller files and both types are editable in PS.
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Re: My Expectations Maybe a Bit High???

Postby ddocg on Fri Dec 26, 2008 8:00 pm

Thanks for the reply, the game is a flight simulator which uses a single dds texture (dxt1) for the cockpit instruments. The dds is made up from bitmaps etc.

I'm not sure if a second dds will work as it may interfere with fps, originally the game had ~18 textures for the pit, we reduced it down to 3 and so allowed us more scope in the model as far as poly count was concerned.

Or, with PS you can just create one texture map and assign it to your characters watch. Then within your game just set a lighting effect for that particular item.


This sounds like the way I want to go, though, I'm thinking it may be more difficult as the cockpit is made up of lots of different watch faces, am I right in thinking I would need to create a lighting effect for each instrument?

Thanks

Dave
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Re: My Expectations Maybe a Bit High???

Postby Johnathan on Fri Dec 26, 2008 10:47 pm

Flight Simulator uses two different textures for the cockpit for daylight, night time and night time with lights on. I use FS Panel Studio or something like that, can't remember the exact name, if you use that then you can edit the panel or create new ones. I think there's a trial get it and see if it will do what you want it to.
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