XML:ONLV: Difference between revisions

421 bytes removed ,  30 July 2017
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'''Level-wide shading'''
'''Level-wide shading'''


{| style="float:right"
[[Image:light_test_modtool.png|right|thumb]]
|[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/light_test_modtool_zps9c453b41.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/light_test_modtool_tn_zps9a3a3f2e.png]
 
[[Image:light_test_ingame.png|right|thumb]]
 


[http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/light_test_ingame_zps08118244.png http://i305.photobucket.com/albums/nn207/unknownfuture/Oni_Galore_Images/3D_modding/light_test_ingame_tn_zps967c06a9.png]
|}


To get a general shading/lightning you can set up light sources. "Infinite" lights are useful as global lighting while "Light Box", "Point", "Neon" and "Spot" are more suitable as local light sources. They can be accessed via Primitives > Light.
To get a general shading/lightning you can set up light sources. "Infinite" lights are useful as global lighting while "Light Box", "Point", "Neon" and "Spot" are more suitable as local light sources. They can be accessed via Primitives > Light.
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  env_shade 7 7 .31 .999 .5 # object 7 will be quite green
  env_shade 7 7 .31 .999 .5 # object 7 will be quite green
  env_shade 7 10 1 1 1 # object 7, 8, 9, 10 lose all their shading
  env_shade 7 10 1 1 1 # object 7, 8, 9, 10 lose all their shading


=====Baked lightmaps=====
=====Baked lightmaps=====
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