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  • [[Category:Lighting]] ...hell.png]] This tutorial will explain how to add simple lighting to a map, lighting from 'indoor' source such as LightBulb, Lamp, etc ... ...
    2 KB (267 words) - 20:43, 18 October 2008
  • *Preview sun as well - When previewing lights, it shows worldspawn lighting too. [[Category:Lighting]] ...
    2 KB (261 words) - 15:42, 26 February 2009
  • [[Category:Lighting]] ...
    8 KB (1,314 words) - 12:22, 26 November 2008
  • =Lighting Bugs= [[Category:Lighting]] ...
    2 KB (284 words) - 15:42, 26 February 2009
  • [[Category:Lighting]] ...
    2 KB (408 words) - 02:51, 28 January 2015
  • *Preview sun as well - When previewing lights, it shows worldspawn lighting too. [[Category:Lighting]] ...
    8 KB (1,306 words) - 19:00, 10 April 2015

Page text matches

  • [[Category:Lighting]] ...hell.png]] This tutorial will explain how to add simple lighting to a map, lighting from 'indoor' source such as LightBulb, Lamp, etc ... ...
    2 KB (267 words) - 20:43, 18 October 2008
  • *[[Call of Duty : Lighting Methods|A Guide to Basic Lighting Methods]] ...
    593 bytes (87 words) - 02:00, 28 December 2023
  • *Preview sun as well - When previewing lights, it shows worldspawn lighting too. [[Category:Lighting]] ...
    2 KB (261 words) - 15:42, 26 February 2009
  • =Lighting Bugs= [[Category:Lighting]] ...
    2 KB (284 words) - 15:42, 26 February 2009
  • ...e worldspawn. Worldspawn settings are what determine the Lighting, Ambient Lighting and Sun properties for your level.}} ...raction -|yellow}} fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor') ...
    4 KB (644 words) - 07:40, 19 July 2009
  • {{Note|This tutorial will show you how to compile lighting and rendering map at once. This is cool feature implemented to flare (light [[Category:Lighting]] ...
    1 KB (212 words) - 20:08, 10 January 2011
  • ...tshell.png]] CoD2 Compile Tools is your user interface for easy compiling, lighting, paths, vis, vclogs, and loading levels. Now you are ready to compile BSPs, compile Lighting, calculate vis for multiplayer maps, and connect paths for single player ma ...
    4 KB (663 words) - 21:29, 22 February 2012
  • ...onnected to a Primary Light for it to work, see [[Call of Duty 5: Advanced Lighting#Practical Example|HERE]]}} [[Category:Lighting]] ...
    2 KB (325 words) - 15:11, 16 December 2010
  • ...Launcher]] is where you can keep track of your .map files and compile bsp, lighting, paths, and reflections for those .map files. ...If you made any changes to the .map file you’ll need to recompile the BSP. Lighting can be compiled right after the BSP is compiled, or at a later time, as lon ...
    12 KB (2,224 words) - 19:13, 24 November 2008
  • [[Category:Lighting]] ...
    2 KB (279 words) - 15:37, 12 November 2008
  • ...y I thought I would write up this handy document describing how to use our lighting system, as well as add few tips on giving your maps some drama. This is where you set the overall look for your map lighting. ...
    8 KB (1,402 words) - 16:12, 7 August 2011
  • * No values below 40, none above 238. This leaves room for lighting. * AO only affects the indirect lighting: reflection and bounced diffuse. Otherwise, your model would look like it h ...
    2 KB (389 words) - 19:22, 5 January 2017
  • [[Category:Lighting]] ...
    2 KB (262 words) - 00:16, 11 July 2009
  • [[Category:Lighting]] ...
    2 KB (306 words) - 15:16, 12 November 2008
  • |This is where all the rain/ thunder/ lighting effects happen. ...
    2 KB (311 words) - 16:55, 18 April 2009
  • *It will also change the view and lighting of the player unlike other non-dynamic water. ...
    2 KB (344 words) - 14:39, 12 December 2008
  • * [[Call of Duty 5: Lighting|Adding Light]] * [[Call of Duty 5: Advanced Lighting|Advanced Lighting]] ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • [[Category:Lighting]] ...
    2 KB (344 words) - 15:15, 16 December 2010
  • [[Category:Lighting]] ...
    2 KB (354 words) - 13:58, 23 February 2012
  • * [[Call of Duty 4: Lighting|Adding Light]] * [[Call of Duty 4: Advanced Lighting|Advanced Lighting]] ...
    7 KB (1,047 words) - 14:57, 27 December 2023
  • * [[Call of Duty 5: Primary Light|Using Primary Lighting]] ...
    2 KB (253 words) - 19:51, 9 February 2012
  • ...block light. ''caulk'' itself does not cast shadows. Use only if a serious lighting problem exists. == Lighting == ...
    19 KB (3,085 words) - 14:35, 15 July 2010
  • [[Category:Lighting]] ...
    3 KB (577 words) - 00:13, 11 July 2009
  • Calculates lighting for a map and writes to the .d3dbsp. Referenced by CoD4CompileTools.exe, bu ...
    3 KB (557 words) - 20:48, 4 November 2008
  • [[Category:Lighting]] ...
    2 KB (408 words) - 02:51, 28 January 2015
  • [[Category:Lighting]] ...
    2 KB (395 words) - 08:14, 12 March 2012
  • ...rs by game. Alpha chanell is what we need. It's specular map, but it is so lighting (then in BO weapons looks like laminated, I think). Now go to Image -> Adjustments -> Hue/Saturation and make it less lighting. ...
    5 KB (904 words) - 19:18, 26 July 2011
  • ...er to achieve its effect, so the next step is important or the shadows and lighting created by the flare won't match up to the flare's direction of travel. ...
    5 KB (911 words) - 22:46, 23 August 2009
  • *Preview sun as well - When previewing lights, it shows worldspawn lighting too. [[Category:Lighting]] ...
    8 KB (1,306 words) - 19:00, 10 April 2015
  • calculates lighting for a map and writes to the .d3dbsp. Referenced by CoD2CompileTools.exe, bu ...
    4 KB (633 words) - 16:11, 7 August 2011
  • |fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor') |0 to 1 scale for adding contrast to bumpmap lighting. 0 is no added contrast, 1 is maximum. Higher values may have artifacts. ...
    16 KB (1,178 words) - 20:03, 13 March 2010
  • [[Category:Lighting]] ...
    10 KB (750 words) - 05:29, 19 July 2009
  • ...now finish the room off by adding some models and playing around with the lighting. ...
    5 KB (889 words) - 15:04, 27 December 2023
  • [[Category:Lighting]] ...
    8 KB (1,314 words) - 12:22, 26 November 2008
  • - Custom models no longer crash the lighting process in Launcher.exe when compiling a map that contains a custom model. ...
    6 KB (882 words) - 02:39, 18 February 2014
  • Calculates lighting for a map and writes to the .d3dbsp. Referenced by CoD4CompileTools.exe, bu ...
    5 KB (813 words) - 12:55, 30 January 2020
  • * 3D Lighting ...
    5 KB (762 words) - 15:34, 7 June 2012
  • [[Category:Lighting]] ...
    10 KB (699 words) - 23:29, 22 May 2011
  • ...battles you know. Set in an urban environment, there are tons of effects, lighting, and explosions, all running at 60 fps.<br> ...
    18 KB (2,735 words) - 19:47, 9 February 2012
  • *Lighting/FX: 'god rays' or glowing fireflies that highlight a tunnel or ladder. ...
    15 KB (2,679 words) - 22:57, 29 February 2012
  • ...also glean some information from the debug shaders, which might help debug lighting anomalies due to messed up normals. ...
    17 KB (3,141 words) - 16:12, 7 August 2011
  • Base (sun)light for model entities (ground lighting for xmodels). 24 bytes per entry. ...
    25 KB (3,004 words) - 00:19, 11 March 2012
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