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:
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==
==Misc==
Line 33: Line 13:


textures/darkmod/sfx
textures/darkmod/sfx
Better Orthoview methods anyone? I just tried looking at the Training Mission and it was too tangled with stuff in the grid orthoview to discern a good projection... May require cutting the map?
Clipper Tool might be the magic bullet here...
Maybe an envshot from the origin direction???


== Alpha Texture creation ==
== Alpha Texture creation ==

Revision as of 16:44, 6 September 2010

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

Misc

Projected Ambient may be a good fit?

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


TDM Conventions

textures/darkmod/map_specific

textures/darkmod/sfx

Alpha Texture creation

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

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

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
 } 
}