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Everything about Lights (Radiosity, Dynamic, Shadows, Sky Light, ...)

FIXME This page is really outdated and incomplete. All types of light sources should be mentioned here: Radiosity area light sources (whose irradiance is defined with the material), radiosity point light source entities, dynamic light+shadow entities, sky light, … (anything else?)

Radiosity Area Light Sources

Nearly every texture in Games/DeathMatch/Textures that looks like a light source, is a light source. That is, such textures are defined to actually emit light. Thus, there is hardly ever a need to use “Isotropic Point Light” entities at all. 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).

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 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
mapping/cawe/lighting.1154212708.txt.gz · Last modified: 2013-01-07 12:07 (external edit)