Post by Le Ray [Q2C] on Sept 3, 2004 5:55:21 GMT -5
how can textures glow light if there are no shaders
In your mapping program, you should be able to select the texture and look at it's properties. Under the properties, you should have a LIGHT option. Under the light option, give it a value of 300 to start off with and run the lighting. If the texture is colored, it should give off a glow of it's color.
Post by Le Ray [Q2C] on Sept 3, 2004 6:09:53 GMT -5
Also, In my mapping program Tread 3D, you can also you "Light: Invisible Source" which is under "Entities". This light is separate from the texture and you just place it near the light where the light source would originate from. Then you can select the "Light: Invisible Source" and give it a brightness value. This source will emit light and give it a natural look.
www.telefragged.com/wally/ Q2 textures are in .wal format, and use the same 256-color palette for the entire game (specified by the color palette of \gamedir\pics\colormap.pcx) and has mipmap details used in software mode. You can also specify default flags and light value for a texture when you make it. Makes things easier while mapping. I think the newer custom Q2 engines like kmquake2 can use .tgas and jpegs for textures.
Here's a few values I use to start with when working with unfamiliar textures I want to use as lights: 16x16: 10000 16x32: 10000 32x32: 5000 64x64: 1000-2000 long strip 16 wide: 500-1000 for ambient dim water: 100 medium water: 200 lava/bright slime or water: 300 w_white "fluorescent" lights: 2000 for big or ambient, 5000 for small or dominant
i am familer with the 'invisible' point light source, being just the standard light entity. since they did away with shaders in a sense (and light emiting textures!!! ?) in doom3 i have become quite annoyed with single point light sources. =)
i will give wally a try, and pray photoshop does pcx conversion.
Last Edit: Sept 3, 2004 9:26:57 GMT -5 by tIKi_mAn