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Message |
rasengan
Gradual Miracle
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Saturday, March 27, 2010
Zeth, I want a script to put the shadows in a map please thanks
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TRL
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Saturday, March 27, 2010
Currently they are done by using shadow maps. Giant textures that overlay the entire map.
Rendered shadows are not supported (yet).
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rasengan
Gradual Miracle
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Saturday, March 27, 2010
Therefore, we can not?
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void
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Saturday, March 27, 2010
You just need to compile your map with lighting and it should work. Due to the large size of surfaces when dealing with modeled maps you may have to use an external highres lightmap though.
[img]http://docs.google.com/File?id=dfb6m99s_56dph2qxdr_b[/img]
Either of the (final) options will do fine, the bounce 20 one will take a lot longer but also look a lot more realistic which isn't necessarily a good thing when doing cel-shading though.
Image doesn't work, it's the netradiant one in Dave's tutorial.
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rasengan
Gradual Miracle
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Saturday, March 27, 2010
I must add a light in the map and then compile with lighting
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void
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Saturday, March 27, 2010
Depends on the layout of your map, there's no real answer to that. If it's open terrain you'd add the light (simulating the sun) to the sky shader and not really use (manually placed) light entities.
If it's cave like or completely inside a building you'd pretty much only use light entities, if the cave is lit by torches for example every torch would obviously be a rather weak light etc.
If it's an open terrain WITH caves you'd obviously combine both techniques.
But there's not really a right way to do it, what I mentioned above should just result in the most realistic lighting theoretically, Dragon Ball Z shadows are far from realistic though so just play around with it until you like the result.
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MDave
ZEQ2-lite Ninja
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Saturday, March 27, 2010
Due to the unusual method we use for lighting our maps compared to the Quake 3 standard, most people are going to be thrown off trying to light their maps the Quake 3 way and expect to get results like our maps.
I suggest all those that wish to modify or create new content for ZEQ2-Lite to first learn and master the specific area you want to work in, with Quake 3 first. Get used to the tools there, start making your own textures, shaders, and experimenting in general.
In regards to mapping, once you master the tools for Quake 3 maps, you will have one more step to take to start making content the same way we on the ZEQ2-Lite team have. If you wish to create large open terrain maps anyway.
That is to create your own light maps using something like 3DSMax, editing the light map image so it has the right color and contrast/brightness you want in Photoshop (good for quick edits, instead of re-rendering the light maps over and over to get the right color and contrast/brightness you want).
And then writing a Quake 3 shader to blend this light map over the main terrain surface.
Yeah, it sounds like a lot of work to learn and do all this, but that is how it is for anything related to creating content for ZEQ2-Lite.
It is far more complex then your average run-of-the-mill Half-Life mod, so don't expect everything to be as simple.
Take it in steps. Have patience, the internet is your resource.
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