Lights

Questions and answers about the how and why of making maps.
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eagle
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Lights

Post by eagle » Mon Dec 26, 2005 3:16 pm

i have a question about lights: is there any way to make lights accually give off light? maybe on somthing like spot lights and on objects that glow. another question: how do i make things move or rotate?

-thanks
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ClayOgre
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Post by ClayOgre » Sun Jan 08, 2006 12:33 am

As far as I know, you can't make light that actually casts shadows, etc. However, you could make a cone shaped object and texture it with semi-transparency to make it look like a light. For realism, you would need a custom texture, a gradient fade from whatever color your light is, to transparency. You'd "wrap" your texture around the cone of light emitted from the object you want to give off light and orient the texture so that the colored part of the texture was close to the object "giving off the light", and the transparent part was farther away from it to simulate light falloff. You might also use a texture matrix to perhaps simulate dust motes "dancing" in the cast off light.

If the light was going to shine from some object above onto the ground, i.e. something like parking lot lights at night, you would need to set the cone for your light to drivethrough and shootthrough. you also might want to use "nested cones" so that you get "zones" of light inside the first cone.

If all this is totally confusing you, take a look at my original Darkworld map, posted on this forum and look at how I did the "fog", you could use the same idea for lights using cones instead of boxes. However, be advised that lots of transparency is gonna cause lag, and the added faces for the cones might slow things down too.

All of what I have just described is something I have been meaning to try, but haven't gotten around to yet. If it doesn't make sense, maybe I will have a go at actually seeing if it works.
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eagle
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Post by eagle » Sun Jan 08, 2006 12:41 pm

hmm, yea. you can have a go at it, im not that skilled.
~~~~~
I do know everything, just not all at once. Its a virtual memory problem.

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