Well, the next Elf Fairy has been completed, which I will use as the Sprite in CoMM3.
I haven't been able to fully figure out the best way to render some of these special effects (which in the Fairy instances, are editable meshes (planes) with a glow map.
Here is a pic of the problem (likely a simple thing to a 3ds Max expert).
The mesh which contains the 'glow' in this case has a black colored surrounding. My first assumption was to use 3ds Max' Material Editor to either adjust the opacity, or modify the actual material itself, in order for it to only show the glow. The glow itself if put at opacity of 50-60% would let the unit itself be able to show behind it.
I looked online and dug into it, but haven't figured out how to do this.
So to get around that for the time being, I had to render only the unit first. Then render only the special effect pieces second (making them semi-transparent through track view). Then changing the color in Photoshop to a Magenta; and seperating and properly layering the unit, unit shadow, and effect glow for each storyboard.
Doesn't take long, but the special effects don't come out in the end as well as they could.
Off the top of my head, Wyrmshadow would probably know something as such in what may need to be done... I will probably figure it out eventually. I might drop Wyrm a note, if he has time to leave a helpful hint, after I have exhausted trying to find a solution first though.
As can be seen in the GIF, it causes some 'blotchiness in the glow'. Of course, the Magenta version looks quite bad compared to the Flicster Alpha Blend, as is seen in game (which looks great still)
I will probably post this sometime soon, but need to test in game still, etc...
