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How to make MuzzleFX,s Lightbeams and night buildingas in Generals


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#1 Axel of Sweden

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Posted 24 November 2007 - 21:38

a simple tutorial How to make night light,s and muzzleflashes.
and other glowing stuff


Method 1.

How to make muzzleFX, es

Open the material editor

Select Pass 1 and then do it like this

Posted Image

Then go to textures and Select you MuzzleFX Texture.

Notes.

if your muzzleFX is made up of planes, allways check 2 sides in W3D Tools
otherwise the muzzleFX wont be visible from certain angles

The texture should allways have a pitchblack backround

with the muzzlefx "ontop" like this

Posted Image

This effect is also used on jet afterburners when they take off.



The Lightbeam effect is is important and is easy to learn
so this is how you do it

1.Extract the Lightbeam.dds from textures.Big
And convert it into TGA format

2.select the Material editor and do it loke the this
Posted Image

3.Make sure to use Lightbeam.tga as the texture

4.Use a Stock EA Lightbeam mesh taken straight from a Generals vehicle(Let,s say humvee

5.Check 2 sides in the W3D Tools in order to make the Lightbeam look OK From all alngles

Remember to name the object to HEADLIGHT01 (Number can increase if you use several)

and then it should work


How to make Glowing night windows.


1.Open the Material editor
do like this
Posted Image

2.apply the night texture
Posted Image
(Example)

3.go bakc to vertex material and create a second Pass(2)

and do like this
Posted Image


4. apply your regular structúre texture

Posted Image

(Example)


5. make sure you use the model i the NIGHT Condisionstate



try these methods out, experiment a bit, it,s very easy once you understand it
Posted Image
Posted Image



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