Jump to content
  • Advertisement
Sign in to follow this  
edwinnie

qn on HL2 lighting

This topic is 4839 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hey! i saw those slides on the ATI site, so i juz wanna ask if HL2's radiosity normal mapped lighting is for only indoor environments? thx! edwinz

Share this post


Link to post
Share on other sites
Advertisement
No, HL2's method can be used for any lightmap that the map tools make, whether it's generated in an outdoor environment or not.

Share this post


Link to post
Share on other sites
hi cypher!
thx fer replying!

i got another qn:
i was wondering about the dynamic objects in HL2 with respect to the lightmaps.
Were lightmaps made for each individual dynamic object? if not, were the color values just simply taken from the dynamic object's material?

thx!

Share this post


Link to post
Share on other sites
all dynamic objects have dynamic lighting

however there is stored colors for positions not on surfaces which are used to light dynamic objects.... as in you walk through the light coming through a window and you will be lit by that light. However, the entire object would be lit by that light, in the real world your head and feet might not be in the light but in hl2 they would be lit regardless.

Share this post


Link to post
Share on other sites
ah i see
thx fer replying!

the info is found further down in the slides. they use 2 local lights with the ambient cube thingy.

thx!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!