Call of Duty 5: Lighting: Difference between revisions

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(New page: == Basic Light == 1. To create a light right click on the grid and go to "light". 2. If your light is too small or too big you can open the entity editor with "n" and type in the Key / ...)
 
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[[Image:Nutshell.png]] This tutorial show you how to add basic and primary lights to your map.
[[Image:Noobs.png|200px|right]]
== Basic Light ==
== Basic Light ==


1. To create a light right click on the grid and go to "light".  
*To create a light right click on the grid and go to "light".  
2. If your light is too small or too big you can open the entity editor with "n" and type in the Key / Value of radius / ###.  
*If your light is too small or too big you can open the entity editor with "n" and type in the Key / Value of radius / ###.  


[[Image:basic_lighting1.jpg]]
[[Image:basic_lighting1.jpg]]
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First create a normal light as explained above. Then in the entity editor "n" click on the check box for PRIMARY_OMNI.  
First create a normal light as explained above. Then in the entity editor "n" click on the check box for PRIMARY_OMNI.  


- For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in.  
*For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in.  
Right click on the grid and go to "info -> null". Place this under your light. Connect the light to the null entity.  
Right click on the grid and go to "info -> null". Place this under your light. Connect the light to the null entity.  


- Select the light THEN select null, press "w" to connect.  
*Select the light THEN select null, press "w" to connect.  


[[Image:basic_lighting2.jpg]]
[[Image:basic_lighting2.jpg]]
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Key / Value  
Key / Value  
_color / # # #  
* _color / # # # <----- # = value / 255. R G B  
# = value / 255. R G B  
* radius / #     <----- # = units  
radius / #  
* intensity / #  
# = units  
* fov_outer / # <----- # = degrees  
intensity / #  
* fov_inner / #
fov_outer / #  
# = degrees  
fov_inner / #  
 


== Light Preview ==
== Light Preview ==
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To get to the Light Preview options go to "View -> Light Preview".  
To get to the Light Preview options go to "View -> Light Preview".  


Enable Light Preview - Enables or Disables the preview as a whole.  
*Enable Light Preview - Enables or Disables the preview as a whole.  
Preview sun as well - When previewing lights, it shows worldspawn lighting too.  
*Preview sun as well - When previewing lights, it shows worldspawn lighting too.  
Start previewing selected - Adds selected lights to continuous preview.  
*Start previewing selected - Adds selected lights to continuous preview.  
Stop previewing selected - Removed selected light from continuous preview.  
*Stop previewing selected - Removed selected light from continuous preview.  
Clear preview list - Resets continuous preview.  
*Clear preview list - Resets continuous preview.  


[[Image:basic_lighting3.jpg]]
[[Image:basic_lighting3.jpg]]
Sources: [http://wiki.treyarch.com/wiki/Applying_textures Treyarch's Wiki]
[[Category:Call of Duty 5]]
[[Category:Radiant]]
[[Category:Mapping]]
[[Category:Lighting]]

Latest revision as of 15:42, 26 February 2009

This tutorial show you how to add basic and primary lights to your map.

Basic Light

  • To create a light right click on the grid and go to "light".
  • If your light is too small or too big you can open the entity editor with "n" and type in the Key / Value of radius / ###.


Primary Lights

First create a normal light as explained above. Then in the entity editor "n" click on the check box for PRIMARY_OMNI.

  • For any primary light we need a null entity connected to the light to tell the game what direction to cast shadows in.

Right click on the grid and go to "info -> null". Place this under your light. Connect the light to the null entity.

  • Select the light THEN select null, press "w" to connect.


Light Settings

Key / Value

  • _color / # # # <----- # = value / 255. R G B
  • radius / # <----- # = units
  • intensity / #
  • fov_outer / # <----- # = degrees
  • fov_inner / #

Light Preview

To get to the Light Preview options go to "View -> Light Preview".

  • Enable Light Preview - Enables or Disables the preview as a whole.
  • Preview sun as well - When previewing lights, it shows worldspawn lighting too.
  • Start previewing selected - Adds selected lights to continuous preview.
  • Stop previewing selected - Removed selected light from continuous preview.
  • Clear preview list - Resets continuous preview.


Sources: Treyarch's Wiki