Talk:Light Textures and Falloff Images: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
Line 21: Line 21:


textures/darkmod/sfx
textures/darkmod/sfx
SDK dynamic Cubemaps?
"You should be able to implement an 'env_cubemap' pretty easily in the
code. Take a look at idObjective::Event_CamShot. This is the function
that's used to generate the objective screenshot used in that little
tooltip window that pops up when you get a new objective. Those
screenshots are generated as soon as the map loads."


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

Revision as of 20:27, 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


SDK dynamic Cubemaps?

"You should be able to implement an 'env_cubemap' pretty easily in the code. Take a look at idObjective::Event_CamShot. This is the function that's used to generate the objective screenshot used in that little tooltip window that pops up when you get a new objective. Those screenshots are generated as soon as the map loads."

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
 } 
}