$illumposition: Difference between revisions
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Sets the illumination position of the model relative to the origin. By default the <code>$illumposition</code> is the center of the model geometry. | |||
When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources. All the other lights, as well as bounced light from the environment, go into a simple single cubemap. This is the position the model uses for that cubemap. | |||
You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone. | |||
== Syntax == | |||
$illumposition (x) (y) (z) [bone name] | |||
== Example == | == Example == | ||
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$illumposition 0.000 0.048 -0.115 | $illumposition 0.000 0.048 -0.115 | ||
[[Category:QC Commands| | [[Category:QC Commands|illumposition]]__NOTOC__ |
Revision as of 19:55, 28 April 2008
Sets the illumination position of the model relative to the origin. By default the $illumposition
is the center of the model geometry.
When illuminating an animated or moving model in the engine, the lighting calculations are only done for the two brightest light sources. All the other lights, as well as bounced light from the environment, go into a simple single cubemap. This is the position the model uses for that cubemap.
You can optionally specify a bone name for the illum position. If you do, the position specified will be interpreted as being relative to the specified bone.
Syntax
$illumposition (x) (y) (z) [bone name]
Example
$illumposition 0.000 0.048 -0.115