Talk:Light Textures and Falloff Images: Difference between revisions
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[[How to give Textures a nice Glow]] | [[How to give Textures a nice Glow]] | ||
Hexen Mod method? | |||
http://www.doom3world.org/phpbb2/viewtopic.php?t=8045 | |||
Revision as of 14:59, 7 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
Glowing decal instead?
How to give Textures a nice Glow
Hexen Mod method?
http://www.doom3world.org/phpbb2/viewtopic.php?t=8045
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 } }