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Glow mapping is one of the new engine features in EDuke32. It uses hardware multitexturing to combine a regular texture map with a glow texture that'll be displayed fullbright. [[DEF Language|DEF syntax]] to define glow maps inside '''model''' or '''texture''' blocks : '''glow { file ''filename'' surf ''surface''}''' where ''filename'' is a regular double-quoted texture complete path and ''surface'' the surface id you want to work with if you're dealing with MD3s. == Example of a glow map definition : == Get to the Pig Cop model definition in the monsters.def file included with the HRP : <pre>model "highres/sprites/monsters/2000_pigcop.md3" { scale 17 shade 0 skin { pal 0 file "highres/sprites/monsters/2000_pigcop.png" } detail { file "highres/textures/detail.jpg" scale 0.4 } anim { frame0 "WALK1" frame1 "WALK2" fps 18 flags 0 } frame { name "WALK1" tile0 2000 tile1 2019 } anim { frame0 "SHOOT3" frame1 "SHOOT4" fps 20 flags 1 } frame { name "SHOOT3" tile0 2025 tile1 2027 } frame { name "SHOOT1" tile0 2030 tile1 2034 } anim { frame0 "SHOOT2" frame1 "SHOOT3" fps 14 flags 1 } frame { name "SHOOT2" tile0 2035 tile1 2037 } anim { frame0 "DIVE1" frame1 "DIVE2" fps 20 flags 1 } frame { name "DIVE1" tile0 2040 tile1 2044 } frame { name "DIVE2" tile0 2045 tile1 2049 } anim { frame0 "DSHOOT1" frame1 "DSHOOT2" fps 21 flags 0 } frame { name "DSHOOT1" tile0 2050 tile1 2052 } anim { frame0 "DIE1" frame1 "DIE2" fps 10 flags 1 } frame { name "DIE2" tile0 2055 tile1 2055 } anim { frame0 "DIE2" frame1 "DIE3" fps 20 flags 1 } frame { name "DIE2" tile0 2056 tile1 2060 } }</pre> Add a glow map definition line so it looks like that : <pre>model "highres/sprites/monsters/2000_pigcop.md3" { scale 17 shade 0 skin { pal 0 file "highres/sprites/monsters/2000_pigcop.png" } glow { file "highres/sprites/monsters/2000_pigcop_glow.png" } detail { file "highres/textures/detail.jpg" scale 0.4 } anim { frame0 "WALK1" frame1 "WALK2" fps 18 flags 0 } frame { name "WALK1" tile0 2000 tile1 2019 } anim { frame0 "SHOOT3" frame1 "SHOOT4" fps 20 flags 1 } frame { name "SHOOT3" tile0 2025 tile1 2027 } frame { name "SHOOT1" tile0 2030 tile1 2034 } anim { frame0 "SHOOT2" frame1 "SHOOT3" fps 14 flags 1 } frame { name "SHOOT2" tile0 2035 tile1 2037 } anim { frame0 "DIVE1" frame1 "DIVE2" fps 20 flags 1 } frame { name "DIVE1" tile0 2040 tile1 2044 } frame { name "DIVE2" tile0 2045 tile1 2049 } anim { frame0 "DSHOOT1" frame1 "DSHOOT2" fps 21 flags 0 } frame { name "DSHOOT1" tile0 2050 tile1 2052 } anim { frame0 "DIE1" frame1 "DIE2" fps 10 flags 1 } frame { name "DIE2" tile0 2055 tile1 2055 } anim { frame0 "DIE2" frame1 "DIE3" fps 20 flags 1 } frame { name "DIE2" tile0 2056 tile1 2060 } }</pre> Get this glow texture I made for the Pig Cop and save it as '''2000_pigcop_glow.png''' in the '''highres/sprites/monsters''' directory : [[Image:2000_pigcop_glow.png]] As you can see it's just the original Pig Cop skin with only the eyes being opaque : that's how glow mapping works, anything that's not 100% translucent gets pasted on the regular diffuse map and displayed fullbright. Make sure glow mapping is enabled in the advanced graphics option menu (or just type '''r_glowmapping 1''' in the console), fire up E1L2 and see the result on the underground passage Pig Cop : [[Image:glowingpigcop.jpg]] Hell yeah ! Glow mapping also works on regular texture replacements, allowing to replicate all fullbright effects from classic mode.

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