Negative Spot Lights

Soylent_greenSoylent_green 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-->

Comments

  • CrackerjackCrackerjack Join Date: 2004-03-20 Member: 27463Members
    edited April 2004
    This can simply be done with func_illusionaries. Place the func_illusion brush where ever you want the shadow to be emitted (or blocking the light) Make sure your ZHTL flag "Blocks Light" is checked too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    'course, that would take up an entity, something that isnt exactly in abundance in ns maps.

    It's possible, though. I recall a modded light compiler for either Q1 or Q2 that had 'negative lights'.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    use ripents to remove the opaque(light blocking) func_illusionary since after <b>final </b>rad it's not used anymore...
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Using ripent to remove the func_illusionary after compile is rather cumbersome though, and still uses some resources (planes or patches or whatever it's called).

    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.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    Spot lights can be made very smooth and are easily managable, func_illusionary will allways give a harsh edge if you intend to block out allmost all the light to a small corner and still have a high -bounce.

    <!--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.
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