cod2-sdk/docs/lighting/lights.htm

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2006-04-20 00:00:00 +00:00
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<title>Local Lights</title>
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<h1>Local Lights</h1>
<hr noshade="noshade" size="1">
<p>Local lights are mostly used for light sources such as lamps, candles, and
artificial lights. They can also be used for adding to an area that needs more
diffuse or bounced light, or for a dramatic shadow effect. </p>
<h2>Point lights</h2>
<p>To create a point light, right click in the 2d view and choose <b>light</b>.
</p>
<p>1. Point lights use the following variables. </p>
<ol type="a">
<ol type="a">
<ol type="a">
<li><b>Color # # #</b>: The color of the light.</li>
<li><b>Radius #</b>: The range the light can illuminate within.</li>
<li><b>Def(def preset</b>: The falloff definition of the light. This
variable uses a one pixel high texture to set the type of falloff you
want. You can find existing def setting on the light.gdt file in texture
assets or you can make a custom falloff type by making a new texture and
adding it to the lights.gdt file yourself</li>
</ol>
</ol>
</ol>
<p>&nbsp;</p>
<p><em>Def examples:</em> </p>
<p>&nbsp;</p>
<p><b>light_point_linear</b>: basic linear falloff curve </p>
<p style="text-align: center"><img src="linear.jpg" width="600" height="600"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p><b>light_point_quadratic</b>: hotspot is closer to center </p>
<p style="text-align: center"><img src="quadratic.jpg" width="600" height="600"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p><b>light_point_linear_nocenter</b>: basic linear falloff without lumination
at the center. Use this for situations that require an object to cast a shadow
but not be illuminated by placing the light near the said object. </p>
<p style="text-align: center"><img src="nocenter.jpg" width="600" height="600"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p><b>tunsten_lamp</b>: Used to simulate standard bulb type lights. </p>
<p style="text-align: center">
<img src="tunsten_lamp.jpg" width="600" height="600"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<h2>Spot lights</h2>
<p>&nbsp;</p>
<p>To create a spot light, make a <b>point light</b> and a <b>null</b> object(by
right clicking in the 2d view and selecting <b>info/null</b>) and then press W
to connect the light to the null. </p>
<p>Spot lights use all of the point light variable as well as the following. </p>
<ol type="a">
<ol type="a">
<ol type="a">
<li><b>Exponent #</b>: The transition between the fov variables. This
variable is an integer. Higher numbers will result in a smoother look.
Without setting an exponent, the Fov_inner will have no effect on the
light.</li>
<li><b>Fov_inner #</b>: The tightness of the hot spot.</li>
<li><b>Fov_outer #</b>: The angle of the spot light cone.</li>
</ol>
</ol>
</ol>
<p><em>Spotlight Examples:</em> </p>
<p><b>exponent 0 fov outer 100</b> </p>
<p style="text-align: center"><img src="exponent0.jpg" width="600" height="600"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p><b>exponent 1 fov outer 100</b> </p>
<p style="text-align: center"><img src="exponent1.jpg" width="600" height="600"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p><b>exponent 2 fov outer 100</b> </p>
<p style="text-align: center"><img src="exponent2.jpg" width="600" height="600"><br>
&nbsp;</p>
<p>&nbsp;</p>
<p><b>exponent 1 fov outer 100 fov inner 60</b> </p>
<p style="text-align: center">
<img src="exponent1_fov60.jpg" width="600" height="600"><br>
&nbsp;</p>
<hr noshade="noshade" size="1">
<p style="text-align: center">&nbsp;</p>
<p>&nbsp;</p>
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