okay, my last post wasn't really meant to be about decal lighting... but I guess I sort of made it sound like it was... oh well... this one's just about decal lighting
I was playing around with texture and mesh blending... I had 2 meshes...(both were just flat square plains) the first one was meant to represent the wall of a level (so I textured it like your average wall) the second was the lighting... it had two textures...
the first texture was of a face lightmap (I just used the spotlight effect on a blank image in photoshop) and the other was a scaled down moveable texture (using "positiontexture") which was just a black texture with another spotlight effect on it to lighten the middle.
anywho, I actually got the second texture to subtract from the fisrt... then that mesh was ontop of the other one making it look like basic quake decal lighting...
I had to set up the meshes and textures like:
EntityBlend tile1,1 <-first mesh
EntityBlend tile2,2 <-second mesh
TextureBlend tex1,1 <-wall texture
TextureBlend tex2,2 <-lightmap texture
TextureBlend tex3,3 <-flashlight texture
EntityTexture tile1,tex1
EntityTexture tile2,tex2,0,1
EntityTexture tile2,tex3,0,2
now... here's my problem.... I want this effect for decal lighting.... but to even start to do this... I'd need to have a mesh with 2 vertex texture location setups but acting as a single surface... (if that makes sense...)
is that even possible?
can anyone help?
does any of this make sense? (I'm bad at explaing this sort of thing)
thanks for reading
I was playing around with texture and mesh blending... I had 2 meshes...(both were just flat square plains) the first one was meant to represent the wall of a level (so I textured it like your average wall) the second was the lighting... it had two textures...
the first texture was of a face lightmap (I just used the spotlight effect on a blank image in photoshop) and the other was a scaled down moveable texture (using "positiontexture") which was just a black texture with another spotlight effect on it to lighten the middle.
anywho, I actually got the second texture to subtract from the fisrt... then that mesh was ontop of the other one making it look like basic quake decal lighting...
I had to set up the meshes and textures like:
EntityBlend tile1,1 <-first mesh
EntityBlend tile2,2 <-second mesh
TextureBlend tex1,1 <-wall texture
TextureBlend tex2,2 <-lightmap texture
TextureBlend tex3,3 <-flashlight texture
EntityTexture tile1,tex1
EntityTexture tile2,tex2,0,1
EntityTexture tile2,tex3,0,2
now... here's my problem.... I want this effect for decal lighting.... but to even start to do this... I'd need to have a mesh with 2 vertex texture location setups but acting as a single surface... (if that makes sense...)
is that even possible?
can anyone help?
does any of this make sense? (I'm bad at explaing this sort of thing)
thanks for reading