Hi there, what i need is to make a…um…‘Volumetric Bloom’, like in black prophecy: http://www.youtube.com/watch?v=985xjHQg1Bc&feature=related At 0:56 in the video there is a Glowing Orange station, i need to make that effect in my game, at least, it is Possible in the BGE?, if yes leave a Blend File please, i already tried using the Normal bloom but it doesnt work for this effect…
Yes that is possible. You can fake a shading effect http://www.blendpolis.de/download/file.php?id=50244. Or you can use a bloom and increase the emit value. To make everything orange you can use a lightmap http://www.guildofwriters.com/wiki/Lightmapping http://wiki.blender.org/index.php/Template:Release_Notes/2.43/Game_Engine/Physics.
Or use a script http://blenderartists.org/forum/showthread.php?t=185038.
Ther are so many ways to this just google or use the forum search a little bit.
HG1
Thank you, but i already found the Solution, here is the Script :DD:
EDIT: Without the [LEFT] parts
[LEFT]uniform sampler2D bgl_RenderedTexture;
void main()
{
vec4 sum = vec4(0);
vec2 texcoord = vec2(gl_TexCoord[0]);
int j;
int i;
for( i= -4 ;i < 4; i++)
{
for (j = -3; j < 3; j++)
{
sum += texture2D(bgl_RenderedTexture, texcoord + vec2(j, i)*0.004) * 0.25;
}
}
if (texture2D(bgl_RenderedTexture, texcoord).r < 0.3)
{
gl_FragColor = sum*sum*0.012 + texture2D(bgl_RenderedTexture, texcoord);
}
else
{
if (texture2D(bgl_RenderedTexture, texcoord).r < 0.5)
{
gl_FragColor = sum*sum*0.009 + texture2D(bgl_RenderedTexture, texcoord);
}
else
{
gl_FragColor = sum*sum*0.0075 + texture2D(bgl_RenderedTexture, texcoord);
}
}
}[/LEFT]