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Installing Lights
Posted: Tue Jul 06, 2004 6:46 am
by HMC Helljumper
Could someone tell me exactly what to do to install lights in my level?
Re: Installing Lights
Posted: Tue Jul 06, 2004 7:39 am
by ThabounceR
HMC Helljumper wrote:Could someone tell me exactly what to do to install lights in my level?
and could you tell me to then

, and if you know is there a way to lighten spien up a little cuz i can't see shit in my somewhat darker level
thankz
ThabounceR
Posted: Tue Jul 06, 2004 7:42 am
by Captain_Lag
ya u do radiosity....and ummm u can install lights as scenery but u'd need a special shader for it to give off light.....in kirk's tuts theres a tool in sapien that he uses to get rid of his shadows....idk what its called, but if u watch it u can use that
Posted: Tue Jul 06, 2004 8:03 am
by 05H3T5KY
HMC Helljumper--> You have to make a custom .shader_transparent_chicago with the bitmap you want to be seen by the player as the light (The actual lightbulb texture, so to speak). Then, under the section called "radiosity properties", set the power to 55 as a starting point (can be adjusted later as needed) and set the color of the emitted light and the tint of the light (Use example_tutorial_lights_blue as a reference in the folder tags\levels\test\tutorial\shaders). Save that shader, then make surfaces in 3DS Max/Gmax and map that shader to them. That should do it. Just export and run radiosity and they should light up the area that you put the light surfce in.

As an alternate and more complicated path, you can place .Light_Fixtures in Sapien to simulate light being given off (the fixture however gives off none), then use the airbrush tool in sapien (that's the tool you were talking about Captain_Lag) to paint light onto the area that the light would illuminate realistically, for custom lighting effects. Hope this helps you.

Posted: Tue Jul 06, 2004 8:03 am
by Griff
edit... lol damn same time posts
Posted: Tue Jul 06, 2004 8:08 am
by ThabounceR
05H3T5KY wrote:HMC Helljumper--> You have to make a custom .shader_transparent_chicago with the bitmap you want to be seen by the player as the light (The actual lightbulb texture, so to speak). Then, under the section called "radiosity properties", set the power to 55 as a starting point (can be adjusted later as needed) and set the color of the emitted light and the tint of the light (Use example_tutorial_lights_blue as a reference in the folder tags\levels\test\tutorial\shaders). Save that shader, then make surfaces in 3DS Max/Gmax and map that shader to them. That should do it. Just export and run radiosity and they should light up the area that you put the light surfce in.

As an alternate and more complicated path, you can place .Light_Fixtures in Sapien to simulate light being given off (the fixture however gives off none), then use the airbrush tool in sapien (that's the tool you were talking about Captain_Lag) to paint light onto the area that the light would illuminate realistically, for custom lighting effects. Hope this helps you.

for me alot but htf do you do that brush thingy

Posted: Tue Jul 06, 2004 8:12 am
by Captain_Lag
u choose it in sapien....and just move it around where u want the lights to be....like the airbrush in photoshop or paint shop pro
Posted: Tue Jul 06, 2004 8:31 am
by ThabounceR
Captain_Lag wrote:u choose it in sapien....and just move it around where u want the lights to be....like the airbrush in photoshop or paint shop pro
so far i understood the capability's from it but i can;t find it i'm gonna serch the kirks tut
EDIT, found it nevermind thnx for the help
Posted: Tue Jul 06, 2004 8:32 am
by Captain_Lag
in the one titled sapien he shows u where to click on it
Posted: Tue Jul 06, 2004 9:32 am
by HMC Helljumper
thx alot... ill let you guys know if i hae anymore questions... thx again