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Equipped Swords Can't Glow :(

I've been trying to make a glowing sword for awhile. Theoretically it should have worked the first time I did it, but I thought I made an error. I tested glow on a lemon tree and two different types of DS1 Drakes, and they worked. Then I thought to try throwing the sword on the ground to see if it would glow. Oddly it glowed while on the ground but not equipped! I'm not sure why the glow shader doesn't work while the sword is equipped. Anyone have any ideas?

Here is the sword:

Glowing on the ground:

Equipped (not glowing as you can see):

Stuff that worked:

Molten Drake From DS1:

Friendly Ember Grangerfly (very old grangerfly I retextured):

DS2 Lemon Tree With Glow Shader + Texture For Shader:

blogs: 

Comments

The engine's probably pre-empting the glow for ones applied to the character (and any equipped weapons). Since your character has no active effect, you get none. What happens if you have a pet in range? That's an easy one to toggle just by walking around.

ghastley wrote:
The engine's probably pre-empting the glow for ones applied to the character (and any equipped weapons). Since your character has no active effect, you get none. What happens if you have a pet in range? That's an easy one to toggle just by walking around.

I'm not sure. I think it's odd, because internal shaders work on weapons such as shiny and animation (lava effect). GPG also talks about future plans (that never happened) to have glow weapons in glow.fx. I'm not sure what you mean by having a pet in range being toggled. I'll probably have to use sfx for glow effects. I think the glow shader would be cost less resources since it uses the gpu.

What doesn't suck is that this should work on ammo. I want to create javelins with glow and other effects.

The Lava Dragon looks very impressive! Smile

Also the tree is interesting, since many trees don't have named bones for every branch it could be tricky to make a tree glow this way with common glow effects.

And it's well possible that custom 'gas effect code' consumes more resources than realizing it via a special texture.

KillerGremal wrote:
The Lava Dragon looks very impressive! Smile

Also the tree is interesting, since many trees don't have named bones for every branch it could be tricky to make a tree glow this way with common glow effects.

And it's well possible that custom 'gas effect code' consumes more resources than realizing it via a special texture.

Thanks for the comment on the Lava Dragon.I can foresee an interesting quest with a magical tree using a glow shader. I think it'd also be interesting on light fixtures and lava from ds1. I think it would cost less because DS2 uses a lot of cpu with its SFX. The shaders are underused, so the gpu would take some of the load off. I don't experience any lag, but it's good to be efficient, especially if the effect looks good :).

Edit: The only workaround would probably be attaching SFX to the weapon. SFXs can have glow. All tracers that are attached to weapons use glow too. It's not really a big deal, but I think it'll cost more resources and more work (messing with SFX can be irritating).