Talk:Light Textures and Falloff Images: Difference between revisions

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1) Remove all direct lights
1) Remove all direct lights


2) Place lights in map the resemble bounces
2) Replace textures with gray


3) Capture screen-shots
3) Place lights in map the resemble bounces


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


5) Blur and Smear (faked Radiance transfer)
5) Use Image Editor (Gimp) to obscure all but the light patterns (bucket-fill and selection tools)


6) Save as a light texture
6) Blur and Smear (faked Radiance transfer)


7) Save as a light texture
==Misc==


Projected Ambient may be a good fit?
Projected Ambient may be a good fit?
http://www.frecle.net/index.php?show=giles.about


==Rich_is_Bored Related Concept==
==Rich_is_Bored Related Concept==

Revision as of 01:40, 24 August 2010

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

Cumbersome Manual In-Engine Light Map Making

New idea:

No need for 3rd party baking tool...

1) Remove all direct lights

2) Replace textures with gray

3) Place lights in map the resemble bounces

4) Capture screen-shots

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

6) Blur and Smear (faked Radiance transfer)

7) Save as a light texture

Misc

Projected Ambient may be a good fit?

http://www.frecle.net/index.php?show=giles.about

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.