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World at War: Dynamic Lighting

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[edit] Dynamic Lighting

(wip)

Dynamic or PRIMARY lights are high definition lighting that can cast dynamic/moving shadows on almost everything in CODWAW (grass and some other default non-shadow entities are excluded).

"PRIMARY_OMNI" and "PRIMARY_SPOT", if checked, give the light higher quality lighting and dynamic shadows. Only one primary light may affect each world surface. They both require spotlight settings to control where dynamic shadows lie, but unlike normal spotlights, "PRIMARY_OMNI" lights do not get attenuated by angle from the spot direction.

[edit] Basic Primary Light

To create a primary light:

Right click the 2d grid and select "light" from the drop down menu.

With this light selected press "N" to open the Entity Dialogue and click "primary omni".

This is now a primary light, but it does not know in what direction it can cast shadows, you must place an info_null (right click 2d grid info>null) and join the light to the null (select the light THEN then null and press "W")

Example: Image:light1.JPG


If you press F8 it will enable light preview, when you select a light it will preview that light, you may notice that the light does not touch the floor.

If you have a patch on the floor for blending you may not see the light on hit, hide it ("H") and then select the light again, if you still can't see it you need to increase the radius, again in the entity dialogue.

In the next pic I have selected the light and previewing it in radiant, where the light falls indicated which surface is being hit by it, so another primary light would now not be allowed to touch this floor aswell. Image:light2.JPG

For the next pic the room has now been split up, two rooms and two primary lights, the floor can not continue into room two as it would be hit by lights at once so it is now cut to suit, the door walls are cut aswell to prevent issues.

Image:light3.JPG

In the 4th picture I have drawn in the radius of both lights to give a better understanding, and highlighted the now cut floor and walls.

Image:light4.JPG



The two extra caulk pieces of floor near the door way would make way for more primary lights if needed, like so:

Image:light5.JPG

Such a high volume of primary lights is not really needed for one room of that scale, 1 per room would do fine and then any other lights can be normal light entities.

[edit] Dynamic Worldspawn

Sunisprimarylight 1

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