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... | ||
==Cumbersome Manual In-Engine Light Map Making== | |||
New idea: | New idea: |
Revision as of 01:38, 24 August 2010
This article is kinda weak... I hope someone comes along and beefs it up...
Cumbersome Manual In-Engine Light Map Making
New idea:
No need for 3rd party baking tool...
1) Remove all direct lights
2) Place lights in map the resemble bounces
3) Capture screen-shots
4) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)
5) Blur and Smear (faked Radiance transfer)
6) Save as a light texture
Projected Ambient may be a good fit?
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.