only one numberboard done so far, but it sure looks nifty. 
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Reading Topic #6403
only one numberboard done so far, but it sure looks nifty. 
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WOAH! *jaw drops, crashes throgh floor, and gets melted by the core of the earth* You are paying for that, and how did you do that lighting?
-->Zach Lybrand<--
11 year old train-simmer
FWWRR enthusiast
LONG LIVE THE TARANTULA!
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Can I venture a guess as to how you did that?The concept of a glow light is simple...it's just a square ('two textured triangles' in Kuju parlance) that is textured with the image of a glow light. That image's alpha channel creates the faded-edge effect. And, of course, this polygon has a bright lighting effect applied to it. The only things being done by the sim are generating a square of the specified size (and position), then altering the color of the glow texture based on what the user specifies. Of course, the sim also has great control over the degree transparency in the alpha channel as well.That said, any modeler can make their own glows by adding, in this case, a rectangular polygon to their model, which is then textured with a glow image and given the FullBright shader. In most paint programs you can change the color of your glow to whatever you want, and of course you can also change the transparency of the alpha channel. As for brightness, you've got HalfBright and FullBright to work with, which seem to offer enough possibilities.Hope you weren't trying to keep that a secret - didn't mean to spoil it!Alex Stroshane
Amtrak Prototype & Model
Photos, Train Gifs, and more!
http://www.trainweb.org/asamtrak911
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If I wanted it a secret, I wouldn't have posted it. I used two rectangular parts. One is fullbright, the other is normal. both are alpha. They're alpha sorted (or supposed to be - I'm having a little trouble with that right now), so the numbers can sit in front of the glow. The trick is to get them close enough together that no one can tell.
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