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There
are Only 3 Thing You Need to Know... |
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- Cube Light
- Texture Light
- Blinking Lights
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Cube
Light |
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- Specifies the brightness of objects that appear in the cube.
- This may be edited individually in the Cube Edit Box .
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Texture
Light |
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- Each texture has 4 light values (1 per corner).
- This may be edited individually in the Texture Edit Box .
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Blinking
Lights |
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- Only for D2, exploding lights may have various blink settings.
- This also may be edited in the Texture Edit Box .
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Great,
but what does all this mean to me? |
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Texture Lights
are what make your level look dark or light or both. I usually wait until my
level's done to add lights, but you certainly don't have to. Don't expect to
get it right the first time either. You'll learn how to space them, adjust them
etc... Cube Light
brightness affects OBJECT brightness; robots, ships, etc... To learn about Blinking
Lights, see the Textures section
of this guide.
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How
Do I Add Lights? |
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Any Texture with -light at the end is a light. Most of the time they look like
lights, but some textures have their own light.
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I've
Added Lights, Now What? |
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Once you've added some lights follow these steps:
- Select Edit / Mark All Cubes (Alt+M)
- Now click
- Check Illuminate, and Average Corner Lighting.
- Click OK
- Now, unmark all cubes (Ctrl+M)
- Press F9 to change to Texture Mapped mode.
- Press F5 to enter Shading mode.
You can see your results without having to fly into your mine by pressing F5 while in Texture Mapped mode. Notice...wherever there isn't a light the textures are set to 0% light, so be generous with the lights.
i can't say it enough: Play around with the settings in the Light
Edit Box.
You'll soon learn how they affect the level.
pretend it's "Get to know your new settings" Day.