| 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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