Talk:Light Textures and Falloff Images: Difference between revisions

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This article is kinda weak... I hope someone comes along and beefs it up...
This article is kinda weak... I hope someone comes along and beefs it up...


==Misc==


New idea:


No need for 3rd party baking tool...
Example Image:


1) Remove all direct lights
[[Image:CrossyMcCrosso.JPG|400px|thumb|Cross-fade technique? ]]
2) Place lights in map the resemble bounces
 
3) Capture screen-shots
[[Image:LT_CrossFader_2.JPG|400px|thumb|It Works! Kinda... ]]
4) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)
 
5) Blur and Smear (faked Radiance transfer)
Projected Ambient may be a good fit?
6) Save as a light texture
 
http://www.frecle.net/index.php?show=giles.about
 
Glowing decal instead?
 
[[How to give Textures a nice Glow]]
 
Hexen Mod method?
 
http://www.doom3world.org/phpbb2/viewtopic.php?t=8045
 
Transparent Textures?
 
http://skins.hiveworldterra.co.uk/Downloads/detail_DawnOfWarTextureTool.html
 
http://www.gimptalk.com/forum/can-you-choose-to-save-a-tga-file-as-a-32-bit-rgba--t7563s25.html-sid=7e7dff8a0e3cfd8b28c18364149f4104
 
 
TDM Conventions
 
textures/darkmod/map_specific
 
textures/darkmod/sfx
 
 
SDK dynamic Cubemaps?
 
"You should be able to implement an 'env_cubemap' pretty easily in the
code. Take a look at idObjective::Event_CamShot. This is the function
that's used to generate the objective screenshot used in that little
tooltip window that pops up when you get a new objective. Those
screenshots are generated as soon as the map loads." (Located in item.cpp )
 
== Alpha Texture creation ==
 
http://www.doom3world.org/phpbb2/viewtopic.php?t=4105
 
http://www.katsbits.com/tutorials/textures/making-normal-maps-from-images.php
 
Colors > Map > Color Exchange
 
Revised Steps:
 
Flatten Image
 
Colors > Color to Alpha then select 000000
 
Colors > Color to Alpha then select 010101
 
?
 
==Rich_is_Bored Related Concept==
 
PostNew Horizon, on 09 July 2010 - 12:40 AM, said:
I wonder if there would be some way for us to create a setting in the SDK to create a negative spectrum setting so that we could just tag a light neg_spectrum -1, and only have to tag the surface we don't want affected?
 
Rich_is_Bored
 
I've never tried it myself but it may be possible to pass entity parameters to the spectrum keyword. Something like this...
 
<pre>
 
textures/whatever/mytexture
{
        spectrum Parm5     
        {
                map    textures/whatever/mytexture
        }
}
 
</pre>
 
 
With something like that in place for all the textures you could isolate geometry into func_static entities and assign them to groups.
 
==Negative Projection Light?==
 
<pre>
 
lights/shadows/shadow_circle_projected_01
{
        map    invertcolor(lights/shadows/Example_Pre_Existing_Falloff.
 
tga)
        }
{
blendLight
lightFalloffImage makeintensity( lights/shadows/Example_Pre_Existing_Falloff.
 
tga )
{
blend gl_zero, gl_one_minus_src_color
map lights/shadows/shadow_circle_01
zeroclamp
//alphazeroclamp
colored
}
}
 
</pre>

Latest revision as of 01:38, 15 April 2011

This article is kinda weak... I hope someone comes along and beefs it up...

Misc

Example Image:

Cross-fade technique?
It Works! Kinda...

Projected Ambient may be a good fit?

http://www.frecle.net/index.php?show=giles.about

Glowing decal instead?

How to give Textures a nice Glow

Hexen Mod method?

http://www.doom3world.org/phpbb2/viewtopic.php?t=8045

Transparent Textures?

http://skins.hiveworldterra.co.uk/Downloads/detail_DawnOfWarTextureTool.html

http://www.gimptalk.com/forum/can-you-choose-to-save-a-tga-file-as-a-32-bit-rgba--t7563s25.html-sid=7e7dff8a0e3cfd8b28c18364149f4104


TDM Conventions

textures/darkmod/map_specific

textures/darkmod/sfx


SDK dynamic Cubemaps?

"You should be able to implement an 'env_cubemap' pretty easily in the code. Take a look at idObjective::Event_CamShot. This is the function that's used to generate the objective screenshot used in that little tooltip window that pops up when you get a new objective. Those screenshots are generated as soon as the map loads." (Located in item.cpp )

Alpha Texture creation

http://www.doom3world.org/phpbb2/viewtopic.php?t=4105

http://www.katsbits.com/tutorials/textures/making-normal-maps-from-images.php

Colors > Map > Color Exchange

Revised Steps:

Flatten Image

Colors > Color to Alpha then select 000000

Colors > Color to Alpha then select 010101

?

Rich_is_Bored Related Concept

PostNew Horizon, on 09 July 2010 - 12:40 AM, said: I wonder if there would be some way for us to create a setting in the SDK to create a negative spectrum setting so that we could just tag a light neg_spectrum -1, and only have to tag the surface we don't want affected?

Rich_is_Bored

I've never tried it myself but it may be possible to pass entity parameters to the spectrum keyword. Something like this...


textures/whatever/mytexture
{
        spectrum Parm5      
        {
                map     textures/whatever/mytexture
        }
}


With something like that in place for all the textures you could isolate geometry into func_static entities and assign them to groups.

Negative Projection Light?


lights/shadows/shadow_circle_projected_01
 {
        map     invertcolor(lights/shadows/Example_Pre_Existing_Falloff.

tga)
        }
{
 blendLight
 lightFalloffImage makeintensity( lights/shadows/Example_Pre_Existing_Falloff.

tga )
 {
 blend gl_zero, gl_one_minus_src_color
 map lights/shadows/shadow_circle_01
 zeroclamp
 //alphazeroclamp
 colored
 } 
}