Light Textures and Falloff Images: Difference between revisions

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While The Dark Mod comes with a rich library of Light Shaders and Textures there are times when mappers may wish to customize the look of lighting further. Light Textures can be used for basic light painting tricks like projecting window-panes light on a floor to advanced uses like simulating the look of a baked light-map.  
While The Dark Mod comes with a rich library of Light Shaders and Textures there are times when mappers may wish to customize the look of lighting further. Light Textures can be used for basic light painting tricks like projecting window-panes light on a floor to advanced uses like simulating the look of a baked light-map.  
Lunaran (Matthew Breit) did an in depth look and the performance aspects of Light Shaders in Id Tech 4 and found that there is no performance loss for applying falloff Images and light texture to all lights on your map. He used this new-found insight to develop a technique for making the most of light textures. Essentially he took screen-shots from specific views of his map where light volumes affected the geometry in a predictable way and then painted Light Texture that conform to the contours of the space and surfaces shown in the screen-shots.




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Works with the Light Gem.
Works with the Light Gem.


==Example Light Shader==
==Example Light Shader==

Revision as of 13:57, 10 August 2010

Introduction

While The Dark Mod comes with a rich library of Light Shaders and Textures there are times when mappers may wish to customize the look of lighting further. Light Textures can be used for basic light painting tricks like projecting window-panes light on a floor to advanced uses like simulating the look of a baked light-map.

Lunaran (Matthew Breit) did an in depth look and the performance aspects of Light Shaders in Id Tech 4 and found that there is no performance loss for applying falloff Images and light texture to all lights on your map. He used this new-found insight to develop a technique for making the most of light textures. Essentially he took screen-shots from specific views of his map where light volumes affected the geometry in a predictable way and then painted Light Texture that conform to the contours of the space and surfaces shown in the screen-shots.


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