Call of Duty 5: Lighting: Difference between revisions

From COD Modding & Mapping Wiki
Jump to navigation Jump to search
No edit summary
Line 39: Line 39:


[[Image:basic_lighting3.jpg]]
[[Image:basic_lighting3.jpg]]
Sources: [http://wiki.treyarch.com/wiki/Applying_textures Treyarch's Wiki]

Revision as of 22:04, 16 November 2008

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