06-16-2024, 04:33 PM
Yes, and it’s very simple.
In H5, all textures have diffuse, normal and specular components. For example files 1.png, 1_norm.png 1_spec.png or *.dds. The spec file is responsible for the brightness of the glow. Namely the blue channel. Tint the desired area in the spec file with blue, if necessary, make a spec file with an easy diffuse texture and fill everything with black and in place of the TV blue (the brightness does not have to be 255, it can be lower, then the brightness will be lower). You must also have a pass file. In the above example, this is 1_pass.txt. In it, either correct glow_intensity = 1.0 (more than 0, the higher the brighter) or add the following line at the end “glow_intensity = 1” .. And that’s it..
In H5, all textures have diffuse, normal and specular components. For example files 1.png, 1_norm.png 1_spec.png or *.dds. The spec file is responsible for the brightness of the glow. Namely the blue channel. Tint the desired area in the spec file with blue, if necessary, make a spec file with an easy diffuse texture and fill everything with black and in place of the TV blue (the brightness does not have to be 255, it can be lower, then the brightness will be lower). You must also have a pass file. In the above example, this is 1_pass.txt. In it, either correct glow_intensity = 1.0 (more than 0, the higher the brighter) or add the following line at the end “glow_intensity = 1” .. And that’s it..