Talk:Light Textures and Falloff Images: Difference between revisions

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I've never tried it myself but it may be possible to pass entity parameters to the spectrum keyword. Something like this...
I've never tried it myself but it may be possible to pass entity parameters to the spectrum keyword. Something like this...
<pre>


textures/whatever/mytexture
textures/whatever/mytexture
Line 38: Line 40:
}
}


</pre>




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.

Revision as of 16:26, 22 August 2010

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


New idea:

No need for 3rd party baking tool...

1) Remove all direct lights

2) Place lights in map the resemble bounces

3) Capture screen-shots

4) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)

5) Blur and Smear (faked Radiance transfer)

6) Save as a light texture


Projected Ambient may be a good fit?

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.