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The_RaiDK



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11th June, 2009 at 02:30:01 -

Hi all,

I'm wating to apply a 'glow' effect to a whole bunch of items in MMF2. I was thinking of having the 'glow' as a seperate object and just applying it to every object in the frame, would there be any easier way to do this?

 
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OMC

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11th June, 2009 at 02:36:55 -

The overlay object probably can do something (it has applications for everything ) like that, but I've never even touched it.

Otherwise, separate objects with the ADD ink effect are probably your best bet.

 

  		
  		

Ski

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11th June, 2009 at 02:53:56 -

If you're using MMF2 HWA, I believe there are probably a couple of glow shaders already available to use.

 
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Scott S

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11th June, 2009 at 03:04:17 -

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JAsis



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29th July, 2009 at 21:14:30 -

Is it worth moving into HWA for the glow effects etc??

 
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Dr. James MD

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29th July, 2009 at 22:07:26 -

There's a 2D Bloom effect in HWA, but its only added over opaque parts of the sprite/background and doesn't transfer to other objects.

 
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MrMcFlurry



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3rd August, 2009 at 05:36:11 -

If using MMF2 (unsure if this is Dev version only) there's an alpha channel available, so you can make semi transparent sprite frames.

I use one of these do make a glow object (basically an object that overlays the object to be glowy) and have it's semi transparency rise and fall for a nice looking throb effect. Of course, this effects only the object it's connected to, but it can produce a fairly nice effect.

The alpha channel, when using it (may look confusing to look at for teh first time) is simply a gray scale image where black = clear, white = opaque and gray = the inbetweens.

for example, this sprite:
Image

Creates a glow like this:

Image

 
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Muz



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6th August, 2009 at 03:08:03 -

Yeah, I was going to say use an alpha channel; McFlurry beat me to it Alpha channel looks like it uses the least system resources. I spent some time trying to figure out which feature creates the best lasers, turns out that the alpha channels create lasers as good as a lot of glow effects, without needing much tweaking.

Edited by Muz

 
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