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Robicd schrieb:
> Christian Mayer wrote:
>> At least the runway signs are yellow/black IIRC. And there only the
>> yellow part should be emit light. So could you try to make only the
>> material that contains the number/letter texture emissive?
> 
> That's a good idea but I tried that too, without success :-)
> 
> 
>> AFAIK the
>> yellow part should be clearly vissible and the black part should stay
>> black. This sould work with all colours IIRC.
> 
> Right, e.g. Runway Exit Signs have black letters on yellow background.
> The background should emit yellow light. I tryed building a simple
> square plane with a yellow emitting material. Then I applied a .rgb file
> texture, made of a black letter on a transparent background; this .rgb
> file provides a alpha channel which works with blender.
> 
> That's what I have: a square plane mesh with a basic yellow emitting
> color material and a transparent file texture above.
> 
> I expected the result being I can see an opaque area of the file texture
> (the black letter) and, under that, a yellow emitting background. Well,
> real result is different: I can see the black letter but the remaining
> part of the square is transparent. It looks like the alpha layer of the
> Black letter .rgb file affects the basic yellow color of the basic
> material. So I don't see the yellow part.
> 
> Any other idea? I admit I am not that confident with Blender so maybe I
> am missing some detail.

There are may ways in OpenGL that transparency can work.

You could try to make a texture that is just black and yellow with no
transparency. Then give that texture an emmisive (sp?) colour (for the
beginning try white 1.0/1.0/1.0).
The black should stay black and the yellow should be quite bright.

CU,
Christian

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