<div class="IPBDescription">Textured lighting</div>Will this be available in the future? Creating faces with light textures, and using them to cast lighting and spot lighting.
It won't be available in the near future. Implementing a feature like that would require a different type of lighting system than we're using; either a pre-computed system like Source or a real-time global illumination system like Crysis 2.
Oh nothing too complicated. Possible as the old NS1 style where we as the mappers would use a texture that looks like a light, and add lighting to it. Not sure if I'm describing this correctly Max. <img src="http://www.rockpapershotgun.com/images/09/oct/ns13.jpg" border="0" class="linked-image" />
Create a prop that is a light model in the spark editor. use a spot light and line it up to the prop and get the angle. You can see in the editor exactly how it will look in-game. I believe that is what you are talking about.
If you have a Problem like this: <img src="http://img257.imageshack.us/img257/382/light1.jpg" border="0" class="linked-image" /> <img src="http://img96.imageshack.us/img96/8161/light2a.jpg" border="0" class="linked-image" />
You can use a normal light to illuminate the prefab:
i know that this eyample isn't good adjusted , but it should show you how u can fix this problem. You just need to test a bit how you need to adjust the light's so they match your scene.
<!--quoteo(post=1782015:date=Jul 23 2010, 04:38 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jul 23 2010, 04:38 AM) <a href="index.php?act=findpost&pid=1782015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It won't be available in the near future. Implementing a feature like that would require a different type of lighting system than we're using; either a pre-computed system like Source or a real-time global illumination system like Crysis 2.<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe I'm reading this wrong, but what I understood the OP to mean was textures which actually emit light - aka Emissive or Glow shaders. As all lighting is currently calculated at runtime (y/n?), surely it wouldn't be that difficult to write a shader to support similar properties on geometry rather than an arbitrary entity (acts as a dynamic light, calculated at runtime as opposed to pre-baked lightmaps). I'm just kinda curious and would be interested to hear more really.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
Didn't textured lights in Source/goldSRC work similar to multiple lights spread across the texture. As in a textured light was actually similar to multiple point lights. Wouldn't something like that beat the crap out of performance when used as dynamic light that Spark uses?
Btw what is wrong with the light texture set in the texture builder and then using point/spot light to illuminate the area accordingly? Like Muzzzy/Mastoriat showed above...
I'm probably describing this wrong, but, I meant creating a face, adding a texture to the face that looks like a light, and adding light around it to make it light up... or am I still saying it wrong?
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited July 2010
But we already have that, you can set selective parts of a texture to light up as you can see on props and certain textures. Which in itself is better then textured lighting like goldSRC uses, because they light up the entire texture
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1782170:date=Jul 23 2010, 03:15 PM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 23 2010, 03:15 PM) <a href="index.php?act=findpost&pid=1782170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm probably describing this wrong, but, I meant creating a face, adding a texture to the face that looks like a light, and adding light around it to make it light up... or am I still saying it wrong?<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you want the texture to actually emit light into the environment, like a light entity, or do you want the texture to be lit up itself, like the bright overlays we had to put on lights in NS1?
Sounds more like the overlays example from above, if so, I have shown a method of how to do it on the PYST. Someone else mentions another way to enhance the luminosity of that by going above 255 in colour too.
EDIT: On confirmation here's what I posed as an example of one technique,
Intensity is really what you need to focus on; small radius and high intensity with positional placement. Generally I use between 5 and 10; as you can see here though, for the light which will match the spot light (I removed as to show you the effect better) I used a radius of 20 as it better suited my need.
As I say, and you can see, there's a temporary light or two interfering with my overall effect but that's an example for you.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1782018:date=Jul 23 2010, 04:44 AM:name=UncleRay)--><div class='quotetop'>QUOTE (UncleRay @ Jul 23 2010, 04:44 AM) <a href="index.php?act=findpost&pid=1782018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh nothing too complicated. Possible as the old NS1 style where we as the mappers would use a texture that looks like a light, and add lighting to it. Not sure if I'm describing this correctly Max. <img src="http://www.rockpapershotgun.com/images/09/oct/ns13.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Comments
<img src="http://img834.imageshack.us/img834/1293/spark.jpg" border="0" class="linked-image" />
<img src="http://img257.imageshack.us/img257/382/light1.jpg" border="0" class="linked-image" />
<img src="http://img96.imageshack.us/img96/8161/light2a.jpg" border="0" class="linked-image" />
You can use a normal light to illuminate the prefab:
<img src="http://img51.imageshack.us/img51/504/light3v.jpg" border="0" class="linked-image" />
<img src="http://img85.imageshack.us/img85/9133/light4s.jpg" border="0" class="linked-image" />
i know that this eyample isn't good adjusted , but it should show you how u can fix this problem.
You just need to test a bit how you need to adjust the light's so they match your scene.
Maybe I'm reading this wrong, but what I understood the OP to mean was textures which actually emit light - aka Emissive or Glow shaders. As all lighting is currently calculated at runtime (y/n?), surely it wouldn't be that difficult to write a shader to support similar properties on geometry rather than an arbitrary entity (acts as a dynamic light, calculated at runtime as opposed to pre-baked lightmaps). I'm just kinda curious and would be interested to hear more really.
Btw what is wrong with the light texture set in the texture builder and then using point/spot light to illuminate the area accordingly? Like Muzzzy/Mastoriat showed above...
Do you want the texture to actually emit light into the environment, like a light entity, or do you want the texture to be lit up itself, like the bright overlays we had to put on lights in NS1?
EDIT: On confirmation here's what I posed as an example of one technique,
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><img src="http://imgur.com/xytPP.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/m0XPb.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/dYqA4.jpg" border="0" class="linked-image" />
Intensity is really what you need to focus on; small radius and high intensity with positional placement. Generally I use between 5 and 10; as you can see here though, for the light which will match the spot light (I removed as to show you the effect better) I used a radius of 20 as it better suited my need.
As I say, and you can see, there's a temporary light or two interfering with my overall effect but that's an example for you.<!--QuoteEnd--></div><!--QuoteEEnd-->
Already possible... map type="emissive"
<img src="http://img820.imageshack.us/img820/2557/lightnp.jpg" border="0" class="linked-image" />
You mean self-illuminating decals?