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Lighting models?
I am not sure where to put this, but does anyone know how brush models and player models are lit in Quake 2? I tried going through the source code, and I couldn't figure it out. I know Quake 3 has information for this coded directly into the map, but not so with Quake 2.
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Re: Lighting models?
I used Quake 2 models for my Wolf3D port. They're lit with the floor's illumination value (as long as the mesh faces face the right direction). I suppose it's the same for Quake 2...
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Re: Lighting models?
I just don't know. If you look at the hud weapon, you can tell it uses a directional light along with an ambient one.
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Re: Lighting models?
I dunno if it can help, but in HL1 the light data comes from the nearest face which arent funced exactly below the origin of the model.
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Re: Lighting models?
really?
I always assumed it was the supporting face (for entities having the FL_ONGROUND flag). How did you find out that? |
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