If you just use emission_map in the materials you don't have to worry about trying to blend in alpha channels* or anything into the glow map, you just paint it out how you want it to be, so for yellow windows glowing cyan, you'd actually paint them out like that in the glowmap, with the benefit that both shader enabled & non-shader enabled players (on certain video cards) will see exactly the same glow effect, no need for anyone to feel left out of the eye candy!Simon B wrote:@griff: so for the effect I'm thinking of, I'd need to multiply the color channels of the diffuse-map with it's alpha channel to get an emission map (so windows glow yellow and engines glow blue etc)? I'll have to watch how these things blend. Actually I'm kinda liking the idea of all pearly lights on these ships... its growing on me.
here's the glow map from the black monk station:
i've been a bit unimaginative with my hull light colouring, but all those lights could have been painted out in any colour you like and they will glow that colour in game
* if you do want to blend in other colours into your glow map, add a emission_modulate_color setting in the materials, although with a full colour emmission_map you probably wouldn't want to do this