Light Textures and Falloff Images: Difference between revisions
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Nbohr1more (talk | contribs) Quick 'n Dirty methods based on Strombine |
Nbohr1more (talk | contribs) No edit summary |
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Example Light Shader: | Example Light Shader: | ||
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lights/aa_1_sky1 | lights/aa_1_sky1 | ||
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} | } | ||
} | } | ||
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Example Ambient Light Shader: | Example Ambient Light Shader: |
Revision as of 12:51, 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
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: