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mapping:cawe:lighting [2006-07-30 00:38] 127.0.0.1 (old revision restored) |
mapping:cawe:lighting [2007-10-18 22:07] Carsten Started a general revision of this page. |
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- | ====== Everything about Lights (Radiosity, Dynamic, Shadows, Sky Light, ...) ====== | + | ====== About Lights and Shadows ====== |
FIXME This page is //really// outdated and incomplete. All types of light sources should be mentioned here: Radiosity area light sources | FIXME This page is //really// outdated and incomplete. All types of light sources should be mentioned here: Radiosity area light sources | ||
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- | ===== Radiosity Area Light Sources ===== | + | One of the key questions that mappers frequently raise is how to define and place light sources. |
+ | While placing light sources is generally easy, this section explains the types of available lighting techniques in Ca3DE and the options to create light sources for each. | ||
- | Nearly every texture in ''Games/DeathMatch/Textures'' that looks like a light source, is a light source. | + | The Ca3D-Engine implements two different types of lighting techniques: |
- | That is, such textures are defined to actually emit light. | + | * Radiosity lighting and |
- | Thus, there is hardly ever a need to use "Isotropic Point Light" entities at all. | + | * dynamic lighting. |
- | Please have a look into the ''CaLight.cfg'' file for a list of textures that emit light, | + | |
- | but for future compatibility you should not make changes in this file (except for your own new textures). | + | |
- | + | The two lighting techniques are quite distinct from each other, and each comes with a set of feature of its own. | |
- | + | ||
- | ===== Sky Light ===== | + | |
- | + | ||
- | You can add sky domes to your world by applying the "sky" texture to the "ceiling" surfaces. | + | |
- | You also have to set the sky name, sunlight direction, and sunlight irradiance (intensity and color) in the **Map properties** dialog. | + | |
- | The table below lists a few examples in order to give you a rough idea about what to enter. | + | |
- | (Don't worry if you have initially forgotten to enter these settings in the **Map properties** dialog. | + | |
- | The CaLight tool that you will use later gives you a second chance to override them (see section [[Mapping::Compiling#CaLight]]).) | + | |
- | + | ||
- | Example values for sky dome and sunlight settings (to be set in the CaWE **Map properties** dialog): | + | |
- | ^ AEonsCube (cold moonlight): ^^ | + | |
- | | skyname | Snow2 | | + | |
- | | sun_direction_x | 2 | | + | |
- | | sun_direction_y | -5 | | + | |
- | | sun_direction_z | -9 | | + | |
- | | sun_irradiance_r | 2 | | + | |
- | | sun_irradiance_g | 4 | | + | |
- | | sun_irradiance_b | 6 | | + | |
- | ^ CastleMF (warm light of a sunrise): ^^ | + | |
- | | skyname | Nottingham | | + | |
- | | sun_direction_x | 3 | | + | |
- | | sun_direction_y | -6 | | + | |
- | | sun_direction_z | -3 | | + | |
- | | sun_irradiance_r | 100 | | + | |
- | | sun_irradiance_g | 63 | | + | |
- | | sun_irradiance_b | 30 | | + | |
- | ^ JrBase1 (warm daylight): ^^ | + | |
- | | skyname | T_red5 | | + | |
- | | sun_direction_x | -6 | | + | |
- | | sun_direction_y | 5 | | + | |
- | | sun_direction_z | -12 | | + | |
- | | sun_irradiance_r | 100 | | + | |
- | | sun_irradiance_g | 90 | | + | |
- | | sun_irradiance_b | 80 | | + | |