Talk:Light Textures and Falloff Images: Difference between revisions
Nbohr1more (talk | contribs) |
Nbohr1more (talk | contribs) |
||
Line 29: | Line 29: | ||
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... | ||
<pre> | |||
textures/whatever/mytexture | textures/whatever/mytexture | ||
Line 38: | Line 40: | ||
} | } | ||
</pre> | |||
With something like that in place for all the textures you could isolate geometry into func_static entities and assign them to groups. | With something like that in place for all the textures you could isolate geometry into func_static entities and assign them to groups. |
Revision as of 16:26, 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.