decal lighting in blitz3d
Community Forums/Showcase/decal lighting in blitz3d
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hmmm.... I'm not sure if this is going to work... I'd put up a link, but I have nowhere to upload it! Oh well... I'll post the code. now here's the cunundrem... you'll need a lightmapped *.b3d map exported from maplet.... a flashlight texture (just like the one fredborg used in his spotlight demo! http://www.blitzbasic.com/codearcs/codearcs.php?code=1000 ) (erm... hope that use of linking is ok...) and I think that's all you really need... Though I imagine the fact I put the camera at an odd position just for my map will cause a conundrum.... just relocate it :) I hope it works... It's basic concept works off 3 layers... first only the lightmap is rendered... then the decal lights (in this case a single flashlight) then finally the wall textures are rendered on... this third layer uses entityblend 2. I have to say thankyou to Leadwerks (Josh) because a few years ago I Emailed him about this and he pretty much told me to do this... but at the time I didn't know much about Z buffers... then when I finnished this and looked at it I finally figured out what he was talking about, so: Thankyou very much indeed. The controls are left, right, up, down and escape. Best of luck. |
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I wish B3d files could support a 3rd UV set... |
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Is it possible now we have DXTC, that 3 or even up to 8 UV sets could be allowed? Then again, asking for stuff like this seems rude if it's not used - as seems to be the case with the addition of DXTC...? |
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Just render the light in an additive pass with the texture and the decal, no lightmap. I did this a long time ago in Blitz3D, and it worked great. I stored an extra copy of each face in the scene, and calculated the texcoords every frame. |
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sonic - I use DXT a lot. It is of course a simple and powerfull addition to all tools that are written in blitz3D and only need to be recompiled. </offtopic> |