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mapping:cawe:editingtools:newlight [2007-10-08 14:42] Joern created |
mapping:cawe:editingtools:newlight [2013-01-07 12:07] (current) |
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Lights are used to illuminate a map and come in two forms: | Lights are used to illuminate a map and come in two forms: | ||
- | **Static lights**: These lights are precalculated by the editor when compiling a map. Lightmaps are built to define wich parts of the level textures are illuminated and shadowed. | + | **Static lights**: These lights are precalculated by the editor when compiling a map. Lightmaps are built to define which parts of the level textures are illuminated and shadowed. |
- | **Dynamic lights**: These lights are placed in the editor but their illumination and shadow casting is calculated dynamically by the engine during runtime. This makes them perfect to calculate light and shadow with movable objects, which is impossible with static lights. It is also possible to move the lightsource itself, which makes this a very flexible lightsource, but has also very high processing costs. | + | **Dynamic lights**: These lights are placed in the editor but their illumination and shadow casting is calculated dynamically by the engine during runtime. This makes them perfect to calculate light and shadow with movable objects, which is impossible with static lights. It is also possible to move the light source itself, which makes this a very flexible light source, but has also very high processing costs. |
- | You can activate the New Light tool using the related icon in the toolbar or by pressing ''SHIFT''+''L''. | + | You can activate the New Light tool using the related icon in the tool bar or by pressing ''SHIFT''+''L''. |
===== The Tool Options Bar ===== | ===== The Tool Options Bar ===== | ||
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There are 2 options available: | There are 2 options available: | ||
- | * **PointLight**: A static lightsource from which lightmaps are calculated. | + | * **PointLight**: A static light source from which lightmaps are calculated. |
- | * **PointLightSource**: A dynamic lightsource which is handled by the engine at runtime. | + | * **PointLightSource**: A dynamic light source which is handled by the engine at runtime. |
===== Creating a light ===== | ===== Creating a light ===== | ||
- | To create a lightsource, you can click on a location in the 3D view where the lightsource is instantly created. | + | To create a light source, you can click on a location in the 3D view where the light source is instantly created. |
- | If you click in the 2D views a point is created, which can be properly positioned before creating the lightsource by pressing the ''ENTER'' key. | + | If you click in the 2D views a point is created, which can be properly positioned before creating the light source by pressing the ''ENTER'' key. |
===== Configuring a light ===== | ===== Configuring a light ===== | ||
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The properties for the **PointLight** include: | The properties for the **PointLight** include: | ||
- | * **Bank Heading Pitch (Y Z X)**: Headingvalues in degree for the coordinate systems axis | + | * **Opening Angle**: Opening angle of this light source |
- | * **Opening Angle**: Opening angle of this lightsource | + | |
* **Intensity red/green/blue**: Intensity of the different light colors | * **Intensity red/green/blue**: Intensity of the different light colors | ||
The properties for the **PointLightSource** include: | The properties for the **PointLightSource** include: | ||
- | * **Bank Heading Pitch (Y Z X)**: Headingvalues in degree for the coordinate systems axis | ||
* **Dyn. light radius**: Radius of light dissemination | * **Dyn. light radius**: Radius of light dissemination | ||
* **Dyn. light diffuse color**: Color of diffuse light | * **Dyn. light diffuse color**: Color of diffuse light | ||
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* ''ENTER'' | * ''ENTER'' | ||
- | * create lightsource after placing it in a 2D view | + | * create light source after placing it in a 2D view |
* ''ESC'' | * ''ESC'' | ||
* switch back to the Selection tool | * switch back to the Selection tool | ||
* ''ALT''+''ENTER'' | * ''ALT''+''ENTER'' | ||
- | * if lightsource selected -> open its properties dialog | + | * if light source selected -> open its properties dialog |