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about lighting
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04-21-2012, 08:34 PM
(This post was last modified: 04-21-2012 09:52 PM by hutty.)
Post: #1
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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 |
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04-21-2012, 11:08 PM
Post: #2
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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
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RE: about lighting
Maybe a shader sprite?
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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
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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. ![]() 3. Definitely transparent image leaves! Saves a lot of triangles and hasn´t such a huge impact on performance.
maddin°bot | Winner of Beginner´s Cup || Q3Map2Wizard || Heavy Metal | Bio Lab | Bloodball | Sunset | Warfare | another map?
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04-22-2012, 05:12 AM
Post: #5
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RE: about lighting
Fun!
640K ought to be enough for anybody.― Linux Torvalds |
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04-22-2012, 04:02 PM
Post: #6
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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
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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. Code: const var void Draw_Not(); |
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04-22-2012, 07:49 PM
Post: #8
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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) |
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04-23-2012, 01:38 AM
Post: #9
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RE: about lighting
(04-22-2012 04:39 PM)tZork Wrote: #2 is done with http://q3map2.everyonelookbusy.net/shade...lphashadow iirc Aah, okay. I thought he was still talking about rtlights in 2. 640K ought to be enough for anybody.― Linux Torvalds |
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04-23-2012, 07:20 AM
Post: #10
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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.
maddin°bot | Winner of Beginner´s Cup || Q3Map2Wizard || Heavy Metal | Bio Lab | Bloodball | Sunset | Warfare | another map?
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