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Material color/lightmap question ...

 
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mappy
DeleD PRO user


Joined: 18 Aug 2005
Posts: 340
Location: France

PostPosted: Sat Sep 17, 2005 5:57 pm    Post subject: Material color/lightmap question ... Reply with quote

Hello,
I'm actually trying to do the lightmap of my very first "demo level" ...

I've a room with a few spots inside, and I would like the spots bulb color (in my case there are green, blue, and red spots) to stay very bright ...

See the picture :


The red spot bulb on the left top (yes there's a spot here Smile ) have a r:255 g:0 b:0 color, but after the lightmap job, it gives a darker color ...

My question is : can I ask to Deled not to touch my red color in any case ?

OL.
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Sep 17, 2005 6:02 pm    Post subject: Reply with quote

What color is the texture underneath? The darker it is, the less the light color is going to stay 'pure'. The closer it is to grey or white, the more you will preserve your colours. This is because the 2 layers are being multiplied together. Every texel is the result of the 2 colours being mixed.
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mappy
DeleD PRO user


Joined: 18 Aug 2005
Posts: 340
Location: France

PostPosted: Sat Sep 17, 2005 6:14 pm    Post subject: Reply with quote

Hi Vampyre,

There's no texture underneath ... (?).
I've just created a material color and applied it to the surface you see ...
There's only one layer for my red material ...

Question
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sat Sep 17, 2005 6:50 pm    Post subject: Reply with quote

I thought you were talking about the red light in general. Embarassed I didn't even notice the spotlight thing.

Normally what you'd do here is set that face to stay full bright and not get lightmapped (so it would appear to be a light) But Deled doesn't support any of those lightmapper options. Try putting a point light infront of it with a really small attenuation. Just enough to cover the bulb, and not leak onto the wall.
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mappy
DeleD PRO user


Joined: 18 Aug 2005
Posts: 340
Location: France

PostPosted: Sat Sep 17, 2005 7:14 pm    Post subject: Reply with quote

Ok thanks Idea
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Sep 18, 2005 8:26 am    Post subject: Reply with quote

We are working on exactly these lightmapping options by the way. The reason why we didn't include them in 1.3 was that they require a file format change, and as we like to keep file those to a minimum we'd rather do a bunch of things at once. Smile
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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Sun Sep 18, 2005 12:16 pm    Post subject: Reply with quote

Paul-Jan wrote:
We are working on exactly these lightmapping options by the way. The reason why we didn't include them in 1.3 was that they require a file format change, and as we like to keep file those to a minimum we'd rather do a bunch of things at once. Smile


Why not store them in a seperate file? Redo all the faces, and have their options stored in there. Laughing It's a bit unorthodox, but I've seen similar setups before that worked well enough.
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Paul-Jan
Site Admin


Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Sep 18, 2005 7:26 pm    Post subject: Reply with quote

Because we prefer to have a single file, especially in the long run.
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