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127 lines
6 KiB
HTML
127 lines
6 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0047)https://www.iddevnet.com/doom3/editor_light.php -->
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>id.sdk [The Light Editor]</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : The Light Editor</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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The light editor can be opened by typing "editLights" in the console or by
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pressing 'j' in Radiant (because you <b>j</b>uice up the lights). You need
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to have a light selected in the editor for it to really do anything (or you
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can run around the level in game and select the lights from there).
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</p><p>
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There are two types of lights in Doom 3. Point lights are kind of like a
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light bulb. There is a center point, and it lights up everything in some
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radius around that center point. The radius isn't actually spherical. It's
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actually a box aligned to the world axis. Projected lights are similar to
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spot lights in that they only shine in a single direction.
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</p><div class="subsection">Point lights</div>
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<img src="images//editor_light_a.gif" align="right">
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The most confusing thing about the point lights in Doom 3 is the fact that
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there are actually 2 'centers' of the light. The first is the actual center
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of the light. It defines the point around which the light map is rendered.
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This is the purple box in radiant. The second center is the source of the
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shadows and highlights. The shadows will be extruded from that point. This
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is really useful for creating a fake kind of cone light. You position the
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light so it lights up the area you want it to light up, then you move the
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center up so it looks like the light is being cast down from above. For the
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standard 'light in the ceiling in a hall way' situation, you would position
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the area to cover the hallway, then put the center right below the surface
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of the light model. To move the center, you can either type the numbers in
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the light editor, or drag the little dot around in radiant.
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<p>
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By marking the light as parallel, the light acts as if the center is extruded out
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to infinity. All the shadows will go in the same direction, and all the highlights
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in the bumps will face the same direction. This is very handy for creating sunlight.
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</p><p>
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The radius is x, y, z is quite simply the size of the light area in each of
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the 3 axis. Setting equalateral radius just means it's the same radius in all
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3 directions. This is easy to see in the editor. I'm pretty sure fall-off
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doesn't actually do anything.
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</p><div class="subsection">Projected lights</div>
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<img src="images//editor_light_b.gif" align="right">
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A projected light goes off in one direction only, away from the light source
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(like a flashlight). The matrix that you define controls the direction and
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shape of the light. If you have never really messed with matrices much, just
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remember you are defining 3 sets of (x,y,z) vectors that set the axis of the
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light. So if the 'target' vector is set to -1,0,0 then the light will be facing
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the negative x axis in the world. The 'up' and 'right' vectors then defines the
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orientation or rotation of the light, which is really useful when you are using a
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textured light (such as a stained glass window). In the real world, these 3 vectors
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are always orthogonal (or even orthonormal), but in the game world they don't have
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to be. The light can easily be skewed to create some interesting effects. However,
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two vectors cannot be co-linear (pointing in the same direction), as that would make
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no sense.
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<div class="subsection">Other stuff</div>
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<img src="images//editor_light_d.png" align="right">
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The right side of the editor is pretty self explanitory. The main thing worth
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mentioning is the brightness slider doesn't actually do anything.
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<p>
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The apply different button is for when you have multiple lights selected. Hitting
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apply different will only change the values on the lights that you changed. This
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allows you to do things like select a bunch of lights and make them all red without
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affecting the direction, texture, or other properties on them.
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</p><p>
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The best way to do it is to just hit F7 to pull up a real time render and play
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around with all the various propeties until it looks good. There is really no
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other way but through trial and error because it is all very subjective.
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<br>
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</p></td>
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</tr>
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<tr>
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<td colspan="2" bgcolor="#CCCCCC"><img src="images//span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</tbody></table>
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<table border="0" cellpadding="0" cellspacing="0" width="770">
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<tbody><tr>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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</tr>
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</tbody></table>
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</body></html>
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