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hpl2:tools:editors:lights [2010/11/04 15:30] (current)
jens created
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 +====== Lights ======
 +Lights are used to light up the environment,​ and also to create the right mood for a level. ​
 +
 +
 +The following are shared by the three kinds of lights.
 +General Parameters:
 +  * **Name**: Name for the light. Should be unique for all objects on the map.
 +  * **Position**:​ 3D vector indicating position in World-space
 +  * **Gobo**: 2D or CubeMap texture that the light will project onto surfaces. 2D for SpotLights, CubeMap for PointLights,​ BoxLights don't support Gobos)
 +  * **Falloff Map**: 1D texture that will map how the light gets attenuated.
 +  * **Diffuse color**: color of the light. Will tint everything in its boundaries with it.
 +
 +Flicker Parameters:
 +  * **Active**: if the flickering for this light should be off or not.
 +  * **On Min Time** / **On Max Time**: time the light will be on will be picked everytime at random inside this range.
 +  * **On Sound**: sound that will be played when the light turns on.
 +  * **On PS**: particle system that will be spawned when the light turns on.
 +  * **Off Min Time** / **On Max Time**: time the light will be off, will be picked everytime at random inside this range.
 +  * **Off Sound**: sound that will be played when the light turns off.
 +  * **Off PS**: particle system that will be spawned when the light turns on.
 +  * **Off Radius**: radius the light will use when turned off.
 +  * **Off Color**: diffuse color the light will use when turned off.
 +  * **Fade Active**: if fading should be used.
 +  * **Fade On Min Time** / **On Max Time**: how long the light should be fading from off to on, randomly picked.
 +  * **Fade Off Min Time** / **Off Max Time**: how long the light should be fading from on to off, randomly picked.
 +
 +Specific description and parameters for each type are next.
 +===== Box Light =====
 +This type pretty much resembles an ambient light, but limited to a box in the world.
 +  * **Size**: 3D vector determining the size of the box in the world.
 +  * **Blend Function**: function that will determine how the illumination should apply. Available options are:
 +    * Replace: boxlights with this function enabled will impose their diffuse color over all their extension. If intersections are found, the one with highest priority will be used.
 +    * Add: boxlights with this function enabled will add their diffuse color on the place where they intersect.
 +
 +===== Point Light =====
 +This type matches an omnidirectional light, that is, a light that will light up its surroundings bounded by a sphere.
 +  * **Rotation**:​ 3D vector indicating the rotation of the light. Will not have much effect unless there is a gobo assigned to the light.
 +  * **Radius**: real value indicating the radius of the bounding sphere.
 +
 +===== Spot Light =====
 +  * **Rotation**:​ 3D vector indicating the rotation of the light. Will determine where the light points at.
 +  * **Cast Shadows**: sets if the light should affect shadow casters.
 +  * **Shadow Resolution** ​
 +  * **Shadows affect static**
 +  * **Shadows affect dynamic**
 +  * **Radius**: real value that will determine the distance that the spotlight will reach from its position.
 +  * **Near clip plane**: real value determining the distance between the light position and its frustum near plane.
 +  * **FOV**: real value determining the angle formed between the imaginary line going from the light position to its frustum ​
 +  * **Aspect**: real value that determines the ratio FarClipPlane.width/​FarClipPlane.height.
 +  * **Spot Falloff Map**: 1D texture that will map how the spot will attenuate over distance to the center.
 +
 +
  
hpl2/tools/editors/lights.txt ยท Last modified: 2010/11/04 15:30 by jens