Lightmaps
Texture which defines the colour of light, shining on a certain Area/Mappart. Would be cool, to simulate "glow" effects, vulcanos and such stuff... thx alot..
Lightmaps
Moderator: Moderators
Re: Lightmaps
That makes no sense, since light has both colour and direction - plus the light would be a column - a unit 50 feet above the volcano would have hte same illumination as a unit directly on top of it.PicassoCT wrote:Lightmaps
Texture which defines the colour of light, shining on a certain Area/Mappart. Would be cool, to simulate "glow" effects, vulcanos and such stuff... thx alot..
Lights on the maps is a good idea, but as a texturemap that's not going to work. Better approach would be to have features that contain (or are) lights.
Glowmaps on the texture would make sense, but glow is only self-illumination, it doesn't illuminate units nearby.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
It would be sheer hell to make those normal maps. Most normal map editors I've seen have been landscape-to-normal-map converters, which would be totally inappropriate for this case... you'd need to either hand-edit your normal maps or develop new tools.KDR_11k wrote:Direction could be handled by a normalmap, except it would be interpreted as light normals instead of surface normals.
Plus you'd still have the problem of altitude.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
use it like features.. just GIVE THE FRAKKIN FEATURE a script that give off light.Pxtl wrote:It would be sheer hell to make those normal maps. Most normal map editors I've seen have been landscape-to-normal-map converters, which would be totally inappropriate for this case... you'd need to either hand-edit your normal maps or develop new tools.KDR_11k wrote:Direction could be handled by a normalmap, except it would be interpreted as light normals instead of surface normals.
Plus you'd still have the problem of altitude.
the feature itself could be something like "light (1-10)" with the 1-10 in accordance to how "high" the altitude of the light is from the map surface(feature placement height within UpSpring).. then the feature tdf can define the script that says what color and how much light, and the properties of that light, be it volumetric, strobing, osscilating, whatever...

again though, this would require something to scan all the features' tdf's for lua scripts...
