Light Textures and Falloff Images: Difference between revisions

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lights/aa_1_amb1
lights/aa_1_amb1
{
{
ambientLight
ambientLight
lightFalloffImage makeIntensity( gfx/lights/xrampup.tga )
lightFalloffImage makeIntensity( gfx/lights/xrampup.tga )
{
{
forceHighQuality
forceHighQuality
map gfx/lights/1_amb1_xy.tga
map gfx/lights/1_amb1_xy.tga
colored
colored
// zeroClamp
// zeroClamp
}
}
}


}


==Sub-Directories==
==Sub-Directories==

Revision as of 13:00, 10 August 2010

Placeholder References:

Works with the Light Gem.


Example Light Shader

lights/aa_1_sky1 { lightFalloffImage makeIntensity( gfx/lights/1_sky1_z.tga ) { forceHighQuality map gfx/lights/1_sky1_xy.tga red Parm0 * 2 green Parm1 * 2 blue Parm2 * 2 zeroClamp } }


Example Ambient Light Shader

lights/aa_1_amb1

{ ambientLight lightFalloffImage makeIntensity( gfx/lights/xrampup.tga ) {

forceHighQuality map gfx/lights/1_amb1_xy.tga colored

// zeroClamp

}

}

Sub-Directories

Materials, Lights, LightsShadows, TexturesLights

Look in tdm_textures_base01 tdm_light_shadows tdm_light_textures

Light Baking Thread:

http://modetwo.net/darkmod/index.php?/topic/11416-light-baking/

Strombine:

http://www.lunaran.com/page.php?id=165

Strombine at Quake3world:

http://www.quake3world.com/forum/viewtopic.php?t=29872