| Home |
| Maps |
| Worldcraft |
| Styles |
| Links |
| Contact |
|
W o r l d C r a f t . B a s i c s - P a g e . O n e Lighting: Light placement can get a little tricky. Click on the entity tool button. It looks like a white light bulb. Now click on a reasonable place on one of the grid windows, preferably 'top' window. Now you will see a green crosshair with a box in the middle, this represents where your light will go when you create it. For now lets learn how to move this box. Hover your cursor over the green box, your little axe cursor will now be a crosshair, now click and hold the mouse button down. and you can move the box as long as you have your mouse button held down. Try moving this box via other grid windows. Observe how the box moves in one window as you move it in another. Lets place our crosshair about 2 squares above your old block shape. Hit enter.You will see a nice pink box appear, this is your light. Now select that box with the selection tool, do this in any window. Hit ALT+Enter you will see a popup like this: [Screenshot] There is a dropdown menu titled 'class'. It should say 'light_omni', if it doesn't, make it that way. Now heres a rundown of those little menu selections you see there. Color (RGB): You can change the color of the light, by editing the values, they are in this order: red, green, blue and each goes on a scale from 0-255. If you want to do it the simple way you can just click the 'pick color' button. Select 'color RGB' from the menu and edit it as you wish. Make it bright enough to emit a good amount of light. Alarm type: This determines the state of alarm in which this light will be active. Selecting 'normal only' will make your light only shine in powered conditions. 'Alarm only' will make it shine in non-powered conditions. Typically an alarm light will be red. Falloff 1: This determines the 'hot spot' for your light. It is the area in which the textures will be lit by the full value of your light. Let's make this value say....200 Falloff 2: this determines the range at which the value of your light will 'fall off' until no light is left. For now, make this value 800. This will make the light big enough to illuminate a nice size room. See the image for a less complicated explanation on falloff values. [Screenshot] Portals: Portals tell the game what is inside and what is outside. Make a shape that completely blocks your doorway, now make this as thin as possible, make sure the texture is null, you will find the null texture near the bottom of the texture list, it won't be a picture it will just be a little half-cut-off word saying 'null' stuck between two pictures. See the screenshots of my portal to get an idea of placement and sizing. Screenshots [1] [2] [3] Select the portal, hover your cursor over it's image in a grid window, and right-click. Select 'tie to entity' from the menu. Now click 'ambient light' and select 'passes through' from the options at the right. Now, light from the outside world will pour through your doorway but it will not rain inside your building when in the game (provided you have rain). Now the null texture is very special that is not rendered in the Tribes2 engine. You will be able to see through it and since it is an entity, walk through it as well. Closing: By now you should be nice and aqquainted with the basics of worldcraft. If you want to learn more about some specific topics. Some advanced tutorials are in progress such as. -Advanced Lighting -Advanced Texturing -Clipping Objects It will probably be a while before i can get around to doing these, but for now you can visit another site by TheBerk for some good ones: www.geocities.com/reconberk2001 Return to Tutorials |