Talk:Light Textures and Falloff Images: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
No edit summary
No edit summary
 
(27 intermediate revisions by the same user not shown)
Line 1: Line 1:
This article is kinda weak... I hope someone comes along and beefs it up...
This article is kinda weak... I hope someone comes along and beefs it up...


==Misc==


New idea:


No need for 3rd party baking tool...
Example Image:


1) Remove all direct lights
[[Image:CrossyMcCrosso.JPG|400px|thumb|Cross-fade technique? ]]


2) Place lights in map the resemble bounces
[[Image:LT_CrossFader_2.JPG|400px|thumb|It Works! Kinda... ]]


3) Capture screen-shots
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
 
http://www.gimptalk.com/forum/can-you-choose-to-save-a-tga-file-as-a-32-bit-rgba--t7563s25.html-sid=7e7dff8a0e3cfd8b28c18364149f4104
 
 
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


4) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)
I've never tried it myself but it may be possible to pass entity parameters to the spectrum keyword. Something like this...


5) Blur and Smear (faked Radiance transfer)
<pre>


6) Save as a light texture
textures/whatever/mytexture
{
        spectrum Parm5     
        {
                map    textures/whatever/mytexture
        }
}


</pre>


Projected Ambient may be a good fit?
 
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>

Latest revision as of 01:38, 15 April 2011

This article is kinda weak... I hope someone comes along and beefs it up...

Misc

Example Image:

Cross-fade technique?
It Works! Kinda...

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

http://www.gimptalk.com/forum/can-you-choose-to-save-a-tga-file-as-a-32-bit-rgba--t7563s25.html-sid=7e7dff8a0e3cfd8b28c18364149f4104


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
 } 
}