Quake II Evolved Per Pixel Lighting Tutorial

Adding A Blend Light

For this tutorial you will need the following:

>> A full copy of Quake 2, complete with the latest official patch

>> Quake II Evolved version 0.65 Beta

>> A popular level editor compatible with Quake 2 (GTK Radiant 1.3 etc)

Ok then, lets begin with a little information shall we?

What is an Blend Light?

A Blend Light is the same as a standard light, only it has no interaction with bump/diffuse/specular maps, nor does it cast shadows. However, it does allow a custom blend to be used in the shader stages.

Adding A Blend Light To Your Level

Once again, with this tutorial we will build off what we have previously done using standard lights.

Load up the first tutorial file, as it contains many things already done for you. Now, I want you to make a new shader file for it so it looks like this:

lights/blend
{
blendLight
lightFalloffImage _falloff
{
blend blend // use a custom blend
map _alphaAttenuation
colored
}
}

Save the file, and your done! Now you can specify a custom blend shader to be used here for in your level!

That about wraps up our tutorial on Blend Lights. If you have any questions please post them in our forums.

 

 

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