Talk:Light Textures and Falloff Images
This article is kinda weak... I hope someone comes along and beefs it up...
Misc
Example Image:
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
Transparent Textures?
http://skins.hiveworldterra.co.uk/Downloads/detail_DawnOfWarTextureTool.html
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." (Located in item.cpp )
Alpha Texture creation
http://www.doom3world.org/phpbb2/viewtopic.php?t=4105
http://www.katsbits.com/tutorials/textures/making-normal-maps-from-images.php
Colors > Map > Color Exchange
Revised Steps:
Flatten Image
Colors > Color to Alpha then select 000000
Colors > Color to Alpha then select 010101
?
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 } }