This is an old revision of the document!
This page is really outdated and incomplete.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?)
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).
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 |