Difference between revisions of "Lighting:Light Style"

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(Created page with "==Light Style== Adding light style to a light entities let's the mapper create the effect of dynamik lighting. True dynamik lightning in Urban Terror does not exsist. The effect...")
 
(Light Style)
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1. Start by selcting any brush that is a part of your worldspawn.
 
1. Start by selcting any brush that is a part of your worldspawn.
 +
 
2. Add the folowing key "_style1alphaGen" with the value "wave sin .5 .3 .25 1.5" (without the ")
 
2. Add the folowing key "_style1alphaGen" with the value "wave sin .5 .3 .25 1.5" (without the ")
 +
 
3. Add the folowing key "_style1rgbGen" with the value "wave noise 0.5 1 0 5.37" (without the ")
 
3. Add the folowing key "_style1rgbGen" with the value "wave noise 0.5 1 0 5.37" (without the ")
 +
 
4. Edit the values to the value you want
 
4. Edit the values to the value you want
 +
 
5. Add a light and enter the key "style" with the value "1" (without the ").
 
5. Add a light and enter the key "style" with the value "1" (without the ").
  

Revision as of 23:13, 18 August 2011

Light Style

Adding light style to a light entities let's the mapper create the effect of dynamik lighting. True dynamik lightning in Urban Terror does not exsist. The effect is created simply by the engin using a lightimage and shaders.

One thing to think of before using Light Style is that the engin have to redraw the scene with the lights. This is affecting the fps of the level. So use it with care.


1. Start by selcting any brush that is a part of your worldspawn.

2. Add the folowing key "_style1alphaGen" with the value "wave sin .5 .3 .25 1.5" (without the ")

3. Add the folowing key "_style1rgbGen" with the value "wave noise 0.5 1 0 5.37" (without the ")

4. Edit the values to the value you want

5. Add a light and enter the key "style" with the value "1" (without the ").

Compile and it should work.

It is possible to add more light styles. To do that enter "_styleXalphaGen" and "_styleXrgbGen" with another number instead of the X.

Delirium posted a test map you should have a look at here: http://forums.urbanterror.info/topic/22 ... _p__270765

The q3map2 will generate lightmaps and a shaderfile for the light style. The lightstyle shader that is generated should not be changed.

This is one of the topic talking a bit about it: http://forums.urbanterror.info/topic/22 ... ng-lights/