Lighting Technic Inquiry
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Join Date: 2002-11-04 Member: 6944Members
<div class="IPBDescription">NS vs func_illusionary for lightings</div> I am reading an article at the SnarkPit "[URL=http://www.snarkpit.com/tutorials.php?usertut=1&tut=98][/Tutorials » Lighting/Light_Spot and Additives DemonstrationURL]" and in it, something caught my eye :
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Same hall, only I've switched off the radiosity of the texture on the wall completely, and added a FUNC_ILLUSIONARY right in front of it, 1 unit thick, and on the front of the FUNC_ILLUSIONARY I placed a texture which is, basically, the exact same texture as the one with the light bar in it, only it's all black save for the actual light itself, and a little bit of glowiness. <b>C J: It's generally not advisable to do this if you're going to be producing a map that's pushing Half-Life's limits - You'll quickly run through your entity limit, plane limit, or some other limit. Like a Natural Selection map for instance.</b> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So this means that in NS, we should only be using plain lights entities and light emiting textures ? If so, I had found a snag where I wanted to use a wall lab texture (can't recall it's name 'cause I'm at work) which is a wall texture with lights on it. I wanted to have those lights realy emit light. So the way I understand HL maping (rather new at it), was to :
1) use light entities
2) cut up that brush with that wall light texture to isolate those lights as single brushes and put light emiting textures on them
3) somehow put on top of that with 1 unit high wall light brush another brush with a transparency that would only show those lights and at the same transparency texture to be an emiting light one
4) other means which I don't know <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
5) if it was in Quake-3 that woudln't be a problem since I would simply write a shader for it
So what would be the best method that would keep the brush amounts to a minimal and at the same time have a realistic lighting effect ? To me, using 1) wouldn't be realistic.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Same hall, only I've switched off the radiosity of the texture on the wall completely, and added a FUNC_ILLUSIONARY right in front of it, 1 unit thick, and on the front of the FUNC_ILLUSIONARY I placed a texture which is, basically, the exact same texture as the one with the light bar in it, only it's all black save for the actual light itself, and a little bit of glowiness. <b>C J: It's generally not advisable to do this if you're going to be producing a map that's pushing Half-Life's limits - You'll quickly run through your entity limit, plane limit, or some other limit. Like a Natural Selection map for instance.</b> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So this means that in NS, we should only be using plain lights entities and light emiting textures ? If so, I had found a snag where I wanted to use a wall lab texture (can't recall it's name 'cause I'm at work) which is a wall texture with lights on it. I wanted to have those lights realy emit light. So the way I understand HL maping (rather new at it), was to :
1) use light entities
2) cut up that brush with that wall light texture to isolate those lights as single brushes and put light emiting textures on them
3) somehow put on top of that with 1 unit high wall light brush another brush with a transparency that would only show those lights and at the same transparency texture to be an emiting light one
4) other means which I don't know <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
5) if it was in Quake-3 that woudln't be a problem since I would simply write a shader for it
So what would be the best method that would keep the brush amounts to a minimal and at the same time have a realistic lighting effect ? To me, using 1) wouldn't be realistic.
Comments
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
http://www.snarkpit.com/tutorials.php?usertut=1&tut=98][/Tutorials » Lighting/Light_Spot and Additives Demonstration
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
the effect is nothing special.
Just ALWAYS make the func_illusionarys "rendermode solid" or you get "non solid set to glow" error, why ever.