Talk:Light Textures and Falloff Images: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
No edit summary
 
(18 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...


==Cumbersome Manual In-Engine Light Map Making==  
==Misc==
 


New idea:
Example Image:


No need for 3rd party baking tool...
[[Image:CrossyMcCrosso.JPG|400px|thumb|Cross-fade technique? ]]


1) Remove all direct lights
[[Image:LT_CrossFader_2.JPG|400px|thumb|It Works! Kinda... ]]


2) Replace textures with gray
Projected Ambient may be a good fit?


3) Place lights in map the resemble bounces
http://www.frecle.net/index.php?show=giles.about


4) Capture screen-shots
Glowing decal instead?


5) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)
[[How to give Textures a nice Glow]]


6) Blur and Smear (faked Radiance transfer)
Hexen Mod method?


7) Save as a light texture
http://www.doom3world.org/phpbb2/viewtopic.php?t=8045


==Misc==
Transparent Textures?


Projected Ambient may be a good fit?
http://skins.hiveworldterra.co.uk/Downloads/detail_DawnOfWarTextureTool.html


http://www.frecle.net/index.php?show=giles.about
http://www.gimptalk.com/forum/can-you-choose-to-save-a-tga-file-as-a-32-bit-rgba--t7563s25.html-sid=7e7dff8a0e3cfd8b28c18364149f4104




Line 33: Line 34:


textures/darkmod/sfx
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==
==Rich_is_Bored Related Concept==
Line 57: Line 85:


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>

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
 } 
}