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1996-10-09
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Mysterious Shadows - from The QuakeLab
The QuakeLab - http://www.in2nett.com/stevefu/QuakeLab
TEXTURES:
Your choice. Up to you. Whatever you want. Except CLIP, WATER, LAVA,
or any such special textures. You won't see the thing creating
the shadow anyway, so it really doesn't matter.
However, you will need to use a SKY texture for this effect.
ENTITIES:
light
WHAT TO DO:
Make a room and texture the ceiling with a SKY texture. Copy the
roof, lower it substantially, but keep it lined up with the
ceiling. This copied ceiling brush is what the player will see
in the game, so keep this in mind - when you build rooms next to
the area containing this effect, you will want to take care that
the height of the adjoining rooms makes sense in conjunction with
the height of the sky in the room with this effect.
Place the set of brushes (eg. the Quake logo) that will create the
shadow between the real ceiling and the copied ceiling. Place a
light in the same gap, but put it above the shadow-making brushes
so that you actually make a shadow. :)
The more space you have between the shadow-making brushes and the
light, the smaller and more focused the shadow will be.
Set the light's 'light' field to about 400 - this will depend on how
large the room is.
That's it. Keep in mind that only static brushes that are a part of
the "worldspawn" will generate shadows. Entities DO NOT create
shadows, not even func_walls, func_trains, func_plats, etc.
OPTIONS:
This lighting effect can be used to create interesting visual clues
in your levels, or just to add more aesthetic elements.