Talk:Light Textures and Falloff Images: Difference between revisions
Nbohr1more (talk | contribs) No edit summary  | 
				Nbohr1more (talk | contribs)  | 
				||
| Line 23: | Line 23: | ||
==Rich_is_Bored Related Concept==  | ==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?  | 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...  | I've never tried it myself but it may be possible to pass entity parameters to the spectrum keyword. Something like this...  | ||
Revision as of 16:25, 22 August 2010
This article is kinda weak... I hope someone comes along and beefs it up...
New idea:
No need for 3rd party baking tool...
1) Remove all direct lights
2) Place lights in map the resemble bounces
3) Capture screen-shots
4) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)
5) Blur and Smear (faked Radiance transfer)
6) Save as a light texture
Projected Ambient may be a good fit?
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.