Talk:Light Textures and Falloff Images: Difference between revisions

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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




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Better Orthoview methods anyone? I just tried looking at the Training Mission and it was too tangled with stuff in the grid orthoview to discern a good projection... May require cutting the map?
SDK dynamic Cubemaps?
 
Clipper Tool might be the magic bullet here...


Maybe an envshot from the origin direction???
"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 ==
== Alpha Texture creation ==
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http://www.katsbits.com/tutorials/textures/making-normal-maps-from-images.php
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==

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
 } 
}