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WJTW
11-22-2002, 05:30 AM
I am wondering if textured lights are supported in JKII, because textured lights look better and more natural than normal entity lights, as I've seen in some other games.

Thanks,
WJTW

Tigris
11-22-2002, 12:29 PM
Sure they are supported- just use a shader similar to this:
textures/textured_light/light2k
{
qer_editorimage textures/textured_light/light2k.tga
q3map_surfacelight 2000
surfaceparm nomarks
{
map $lightmap
rgbGen identity
}
{
map textures/textured_light/light2k.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/textured_light/light2k_blend.tga
blendFunc GL_ONE GL_ONE
}
}


Now just make two textures- 1. the texture to be displayed on the light and
2. a texture showing a) the areas that the light should come from and b) the color of the light

Gignatz
11-25-2002, 03:36 PM
yup.
and to make the light that the shader emits coloured
put:

q3map_lightimage textures/mytextures/mytexture

after the q3map_surfacelight line

the compiler will take the texture specified and take the average colour and colour the light that colour. Try:

q3map_lightimage textures/colors/red (to emit red light)

to see what i mean.

WJTW
11-26-2002, 05:56 AM
Hmmm... seems difficult. Maybe I cannot visualise the process.

Does anyone know any tutorials regarding this?

And the JK2Radiant tool is quite tough. Resizing and selection objects is not even drag and pull, point and click (respectively)... or maybe I've done something wrong.

WJTW

taboo
11-26-2002, 10:52 AM
A good resource for shaders is Q3A Shader Manual (http://qeradiant.com/manual/Q3AShader_Manual/).

I would suggest that you look at some of the light textures and their shaders that came with the game and learn from them.

Tigris
11-26-2002, 11:40 AM
Well, you could use Q3ASE as a help, because it shows you pretty much how your shader will look once you've got it ingame...

Here's the link! (http://www.bpeers.com/software/q3ase/)