Talk:Light Textures and Falloff Images

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Revision as of 00:47, 2 September 2010 by Nbohr1more (talk | contribs) (→‎Misc)
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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


TDM Conventions

textures/darkmod/map_specific

textures/darkmod/sfx


Alpha Texture creation

http://www.doom3world.org/phpbb2/viewtopic.php?t=4105

http://www.katsbits.com/tutorials/textures/making-normal-maps-from-images.php

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
 } 
}