Talk:Light Textures and Falloff Images: Difference between revisions
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1) Remove all direct lights  | 1) Remove all direct lights  | ||
2)   | 2) Replace textures with gray  | ||
3)   | 3) Place lights in map the resemble bounces  | ||
4)   | 4) Capture screen-shots  | ||
5)   | 5) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)  | ||
6)   | 6) Blur and Smear (faked Radiance transfer)  | ||
7) Save as a light texture  | |||
==Misc==  | |||
Projected Ambient may be a good fit?  | Projected Ambient may be a good fit?  | ||
http://www.frecle.net/index.php?show=giles.about  | |||
==Rich_is_Bored Related Concept==  | ==Rich_is_Bored Related Concept==  | ||
Revision as of 01:40, 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) Replace textures with gray
3) Place lights in map the resemble bounces
4) Capture screen-shots
5) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)
6) Blur and Smear (faked Radiance transfer)
7) Save as a light texture
Misc
Projected Ambient may be a good fit?
http://www.frecle.net/index.php?show=giles.about
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.