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Light tutorial
Posted: Thu Feb 17, 2005 7:32 pm
by Bjarne BZR
Posted: Thu Feb 17, 2005 9:04 pm
by Master-Of-Fungus-Foo-D
nice bjarne, but considering the MOUNTING demand for 'blinkie lights' ya might want ot put how to do that too

Posted: Fri Feb 18, 2005 12:10 am
by wacko
good one
I'm missing info about ambient vs ambientlight (or did I miss that?)
and surface lights DO light the scenery afaik, the value in
in their shader just has to be high enough to make it visible (also depending on the surface's size)!
e.g. I made a monitor screen with a simple screenwshot as jpg and this shader:
Code: Select all
textures/desktop/monitor
{
qer_editorimage textures/desktop/monitor.tga
surfaceparm nomarks
surfaceparm glass
surfaceparm nolightmap
q3map_lightimage textures/desktop/monitor.tga
q3map_surfacelight 200
cull none
{
map textures/desktop/monitor.tga
depthWrite depthWrite
alphaFunc GE128
}
}
and this does perfectly light the room

Posted: Fri Feb 18, 2005 8:41 am
by Bjarne BZR
Now this is the reason I'm having all my tutorials on a wiki: you guys have improvments: just add them to the tutorial! Just press "Edit page" at the bottom (no login required just write a name you want to be known as in the Author box when editing) and add your exelent additions.
Posted: Fri Feb 18, 2005 9:50 am
by wacko
Bjarne BZR wrote:Now this is the reason I'm having all my tutorials on a wiki: you guys have improvments: just add them to the tutorial! Just press "Edit page" at the bottom (no login required just write a name you want to be known as in the Author box when editing) and add your exelent additions.
muhaha, u asked me for it

wouldn't be the 1st time i crash ur wiki
ok. can't say much about ambient vs ambientlight, not sure about this myself

.
I have done some changes about the surface lights and now I dont know how to upload this picture:

and how to place (nicely) the shader for it:
Code: Select all
textures/leucht/leucht
{
qer_editorimage textures/leucht/leucht_blend.tga
surfaceparm nomarks
q3map_surfacelight 30000
{
map $lightmap
rgbGen identity
}
{
map textures/leucht/leucht.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/leucht/leucht_blend.tga
blendfunc GL_ONE GL_ONE
}
}
Tell me how or even better do it for me

thnx
Btw, in that pic, there's just that surface light (plus some ambient light) and a corona placed inside the "lamp". The shader is more complicate than neccessary, covering the possibility to have different images for use as the texture and the light emitting thing... Here, for example, the lamp looks rather white (the image leucht.tga) and gives yellowish light (image leucht_blend.tga) .The shader in my last post is easier and would be good enough for this example.
Posted: Fri Feb 18, 2005 11:54 am
by Bjarne BZR
Images are uploaded By entering
This creates an upload link in the page.
Currently the uploading function is password protected, so I'll have to do the actual uploading for you, but the link you can setup yourself..
And to place code: just start any line you want like raw text with a space. Havent gotten around to creating dedicated code tags yet... I plan to add a section with formatting buttons to the edit page so you guys can cocentrate on content instead of wiki coding

Posted: Fri Feb 18, 2005 7:07 pm
by Bjarne BZR
That image is now upoaded Wacko.
Posted: Fri Feb 18, 2005 9:28 pm
by hogleg
Very nice, thanks

Posted: Fri Feb 18, 2005 11:24 pm
by wacko
Bjarne BZR wrote:That image is now upoaded Wacko.
hey thanks, m8

I just decided to start my 1st tries in doing it myself when I read ur post

The shader is online too, now
And, I lost some words about the scripted lights

Posted: Sat Feb 19, 2005 10:24 am
by Bjarne BZR
Looking good M8