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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
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