Light Textures and Falloff Images: Difference between revisions

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forceHighQuality
forceHighQuality
map gfx/lights/1_sky1_xy.tga
map gfx/lights/1_sky1_xy.tga
red Parm0 * 2
red Parm0 * 2
green Parm1 * 2
green Parm1 * 2
blue Parm2 * 2
blue Parm2 * 2
zeroClamp
zeroClamp



Revision as of 13:11, 10 August 2010

Placeholder References:

Works with the Light Gem.


Example Light Shader

lights/aa_1_sky1

{

lightFalloffImage makeIntensity( gfx/lights/1_sky1_z.tga )

{

forceHighQuality

map gfx/lights/1_sky1_xy.tga

red Parm0 * 2

green Parm1 * 2

blue Parm2 * 2

zeroClamp

}

}

Example Ambient Light Shader

lights/aa_1_amb1

{

ambientLight

lightFalloffImage makeIntensity( gfx/lights/xrampup.tga )

{

forceHighQuality

map gfx/lights/1_amb1_xy.tga

colored

// zeroClamp

}

}

Sub-Directories

Materials, Lights, LightsShadows, TexturesLights

Look in tdm_textures_base01 tdm_light_shadows tdm_light_textures

Links and References

Light Baking Thread:

http://modetwo.net/darkmod/index.php?/topic/11416-light-baking/

Strombine:

http://www.lunaran.com/page.php?id=165

Strombine at Quake3world:

http://www.quake3world.com/forum/viewtopic.php?t=29872