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about lighting
04-21-2012, 08:34 PM (This post was last modified: 04-21-2012 09:52 PM by hutty.)
Post: #1
about lighting
a couple things
1 -- I discovered rlights a few days ago ... and I am very fond of chronas ... is there any way to either add a chrona without a rlight ... or make an rlight with no light but big chrona?

2 -- Can I shine a regular light through a colored glass texture and get a colored shadow?

edit ...

3 -- not really lighting based but ... if I'm making a plant with a lot of leaves ... is it better to make polygon leaves? or transparent image leaves

[PS] Paradox Space <- this clan is dead ... i think
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04-21-2012, 11:08 PM
Post: #2
RE: about lighting
Best way to find out the answers is to try it. But I believe you can cast colored shadows through colored glass using RTlights... there was a map in a church setting that demonstrated this. Correct me if I'm wrong.
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04-22-2012, 01:30 AM
Post: #3
RE: about lighting
Maybe a shader sprite?

[Image: foxtrotcproggry.jpg]
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04-22-2012, 04:58 AM (This post was last modified: 04-22-2012 05:05 AM by Maddin.)
Post: #4
RE: about lighting
1. Don´t know. You could make a rlight with a really small light value and add a corona to it. Try it out!

2. Yes. I don´t exactly know how this works but it is possible. Search for "coloured alpha shadowing" or something like that.
[Image: 220729882_9a77fbf986_o.jpg]

3. Definitely transparent image leaves! Saves a lot of triangles and hasn´t such a huge impact on performance.

XonStats profile | Winner of Beginner´s Cup || Q3Map2Wizard || Heavy Metal | Bio Lab | Bloodball | Sunset | Warfare || Cleax - texture set
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04-22-2012, 05:12 AM
Post: #5
RE: about lighting
Fun!

[Image:http://i.imgur.com/4XODR.png]640K ought to be enough for anybody.
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04-22-2012, 04:02 PM
Post: #6
RE: about lighting
Wow, I am so ignorant about mapping!
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04-22-2012, 04:39 PM (This post was last modified: 04-22-2012 04:39 PM by tZork.)
Post: #7
RE: about lighting
#2 is done with http://q3map2.everyonelookbusy.net/shade...lphashadow iirc
tough lightmaps being rather low res usually, you may get better results from faking it with a blendfunc add decal.
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04-22-2012, 07:49 PM
Post: #8
RE: about lighting
ok ... thanks ...

about leaves ... assuming I have the same number of leaves regardless of which method I use .... wouldn't having many transparent leaves slow down the system more? (like staring through several layers of glass)

[PS] Paradox Space <- this clan is dead ... i think
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04-23-2012, 01:38 AM
Post: #9
RE: about lighting
(04-22-2012 04:39 PM)tZork Wrote:  #2 is done with http://q3map2.everyonelookbusy.net/shade...lphashadow iirc
tough lightmaps being rather low res usually, you may get better results from faking it with a blendfunc add decal.

Aah, okay. I thought he was still talking about rtlights in 2.

[Image:http://i.imgur.com/4XODR.png]640K ought to be enough for anybody.
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04-23-2012, 07:20 AM
Post: #10
RE: about lighting
(04-22-2012 07:49 PM)hutty Wrote:  about leaves ... assuming I have the same number of leaves regardless of which method I use .... wouldn't having many transparent leaves slow down the system more? (like staring through several layers of glass)
No, as far as I can remember transparent areas in a texture don´t have any significant affect on the performance whereas a different number of polygons have.

XonStats profile | Winner of Beginner´s Cup || Q3Map2Wizard || Heavy Metal | Bio Lab | Bloodball | Sunset | Warfare || Cleax - texture set
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