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==  | ||
Example Image:  | |||
[[Image:CrossyMcCrosso.JPG|400px|thumb|Cross-fade technique? ]]  | |||
[[Image:LT_CrossFader_2.JPG|400px|thumb|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.  | http://www.gimptalk.com/forum/can-you-choose-to-save-a-tga-file-as-a-32-bit-rgba--t7563s25.html-sid=7e7dff8a0e3cfd8b28c18364149f4104  | ||
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Alpha Texture creation  | 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.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==  | ==Rich_is_Bored Related Concept==  | ||
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:
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
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
 } 
}