Talk:Light Textures and Falloff Images: Difference between revisions
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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.  | ||
==Negative Projection Light?==  | |||
<pre>  | |||
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  | |||
 }   | |||
}  | |||
</pre>  | |||
Revision as of 22:56, 29 August 2010
This article is kinda weak... I hope someone comes along and beefs it up...
Cumbersome Manual In-Engine Light Map Making
New idea:
No need for 3rd party baking tool...
1) Remove all direct lights
2) Replace textures with gray
3) Place lights in map the resemble bounces
4) Capture screen-shots
5) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)
6) Blur and Smear (faked Radiance transfer)
7) Save as a light texture
Misc
Projected Ambient may be a good fit?
http://www.frecle.net/index.php?show=giles.about
TDM Conventions
textures/darkmod/map_specific
textures/darkmod/sfx
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
 } 
}