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hpl2:tutorials:level_editor:tutorial_2

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hpl2:tutorials:level_editor:tutorial_2 [2010/11/04 15:00]
jens created
hpl2:tutorials:level_editor:tutorial_2 [2013/04/02 05:48] (current)
jens [General Light Properties]
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 The Level editor can create three types of lights: Point, Spot and Box. The most common and general purpose light is the Point light, while the Spot and Box are lights for more specific purpose. The Level editor can create three types of lights: Point, Spot and Box. The most common and general purpose light is the Point light, while the Spot and Box are lights for more specific purpose.
 ==== General Light Properties ==== ==== General Light Properties ====
-All the lights have common properties, in particular the Point and Spot types. Here is a quick rundown of what the different properties are (only those mentioned in this tutorial), for a more specific list see [[http://​hpl2.frictionalgames.com/​tools:​editors:​level_editor|Level Editor Documentation]]. 
  
-{{leveleditor_lightproperties.jpg|}} 
  
-  ​- Gobo is a texture being cast by the light. For example if you have a window with colored glass plattern, you can use a texture to make the light cast that color pattern on the floor. This gives the impression of the light really shining through that window, even though you will most likely place the light inside the room (it's more efficient). You can also use animations, for example mimic light reflecting on the water surface back onto the ceiling. +All the lights have common properties, in particular the Point and Spot types. Here is a quick rundown of what the different properties are (only those mentioned in this tutorial), for a more specific list see [[http://​wiki.frictionalgames.com/​hpl2/​tools/​editors/​level_editor|Level Editor Documentation]]. 
-  - Falloff map, is an image going from white to black, where the ratio of the change from white to black decides how fast the light fades out from its center to the end of the radius. + 
-  - Diffuse color, sets the color of the light. In Red, Green, Blue and Alpha. The Alpha is used to decide the amount of specular intensity in textures that the light affects. + 
-  - If a light should cast shadows, this only works for Spot lights. You can also change the resolution, lower is faster. Also, if only static objects should cast shadows or both static and dynamic objects (books, items, doors etc).+{{:​hpl2:​tutorials:​level_editor:​leveleditor_lightproperties.jpg?​nolink&​}} 
 + 
 + 
 +    ​- Gobo is a texture being cast by the light. For example if you have a window with colored glass plattern, you can use a texture to make the light cast that color pattern on the floor. This gives the impression of the light really shining through that window, even though you will most likely place the light inside the room (it's more efficient). You can also use animations, for example mimic light reflecting on the water surface back onto the ceiling. 
 +    - Falloff map, is an image going from white to black, where the ratio of the change from white to black decides how fast the light fades out from its center to the end of the radius. 
 +    - Diffuse color, sets the color of the light. In Red, Green, Blue and Alpha. The Alpha is used to decide the amount of specular intensity in textures that the light affects. 
 +    - If a light should cast shadows, this only works for Spot lights. You can also change the resolution, lower is faster. Also, if only static objects should cast shadows or both static and dynamic objects (books, items, doors etc). 
 ==== Point Light ==== ==== Point Light ====
 The Point light is simply a light that is cast as a sphere. It can easily be used as an ambient light for a whole room, a specific light source (the light of a candle) or to give the impression of being cast from a hole in the ceiling (placing a small, intense light close to the ground below the ceiling will create this impression). The Point light is simply a light that is cast as a sphere. It can easily be used as an ambient light for a whole room, a specific light source (the light of a candle) or to give the impression of being cast from a hole in the ceiling (placing a small, intense light close to the ground below the ceiling will create this impression).
hpl2/tutorials/level_editor/tutorial_2.1288882828.txt.gz · Last modified: 2010/11/04 15:00 by jens