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View Full Version : Hard Edged Spotlights and Daylight?


Derisor
06-27-2002, 10:37 PM
Does anyone know if there is a way t create a hard edged spotlight, preferalby one with an actual model of a spotlight to go with it? Id like to do some more object lighting. Streetlamps and so on, instead of invisible lighting floating in space.

Additionally, I cannot seem to get the daylight effect (like in the bespin streets, down. Can anyone give me any hints ?

Hubris
06-28-2002, 12:56 AM
Info on spotlights can be found here:

http://www.planetwolfenstein.com/surface/tutorials/spotlights.html

JK2 has a few models that can pass for spotlight effects, and even have built in beam shader effects.

Daylight is done through shaders. Open up base/shaders/skies and look through it.

Daylight shaders work like this:

Look at the bold for comments.

textures/skies/normallight
{
qer_editorimage textures/skies/sky.tga
q3map_surfacelight 75
q3map_lightsubdivide 512
This is the important line of code comments are in bold: sun 0.75 0.79 1 (Red/blue/green code for the color the light is) 250 (how strong the light is) 0 (Degree the sun is coming from, 0 degree is due east, 180 is west). 65 (Elevation, 90 is noon, 0 is on the horizon for sunrise or sunset.)
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
q3map_nolightmap
skyParms textures/skies/nebula2 512 -
}

If you were to copy and paste that first sky shader, and replace nebula 512 - with bespin 512 - into a new shader you'd have an operational bespin sky that emits light.

Hubris
06-28-2002, 01:00 AM
Also, try and keep your angle on east/west/north/south or the shadows your brushes give off will end up jagged.