Negative Spot Lights
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Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
<div class="IPBDescription">que twillight zone music</div> Is this possible to do with only very simple changes to RAD(most likely a question for cagey)?
Is there anyone but me who would want such an unphysical oddity that removes light from the face it strikes so that you can darken corners with ease? You wont even have to reduce your -bounce and you can make a small corner so dark that no amount of jacking up the gamma to eye-bleeding levels would help anyone see clearly what's in the corner.
And can cagey be bothered enough to do this if both of the above questions are a clear yes? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Is there anyone but me who would want such an unphysical oddity that removes light from the face it strikes so that you can darken corners with ease? You wont even have to reduce your -bounce and you can make a small corner so dark that no amount of jacking up the gamma to eye-bleeding levels would help anyone see clearly what's in the corner.
And can cagey be bothered enough to do this if both of the above questions are a clear yes? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Comments
It's possible, though. I recall a modded light compiler for either Q1 or Q2 that had 'negative lights'.
Arghrad! for Quake 2 has this option. Just enter a negative light value and it reduces light rather then increases it.
Seems like a pretty easy change, but may require more effort then it seems to at first sight, after all we still don't have it yet and it has been brought up in the mapping scene before.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Arghrad! for Quake 2 has this option. Just enter a negative light value and it reduces light rather then increases it.
Seems like a pretty easy change, but may require more effort then it seems to at first sight, after all we still don't have it yet and it has been brought up in the mapping scene before.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
A cheesy way of doing that would probably be simple enough is to copy the entire procedure for RAD and generate a light map for "negative lights" the very same way RAD does, then just subtract it from the "positive light map" and be sure to set all negative results to 0. Hopefully you would be able to keep much of the information built up during the first RAD and not calculate it again, but optimizations allways seem to make things that are simple so much, much more difficult.