Iluminación

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Iluminación refiere a todas sistemas que iluminan una mapa así puede parecer realista. Hay muchas áreas de conocimiento sobre iluminación que un diseñador debe saber.

Guías

Un ejemplo de una sala iluminada bien.
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.

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— Una explicación de la sistema vieja "C-L-Q" de atenuación de luz.

  • Alto Rango Dinámico — Iluminación de Alto Rango Dinámico ("High Dynamic Range" o "HDR" en inglés).

Tipos

Fuentes de Luz Estática

Tip.pngConsejo:Iluminación estática es compilado en mapas de luz, que iluminan sólidos y modelos, y cubemaps, que proveen reflejos. Es libre representar, porque luces estáticas solamente cambian lo que ya es procesada.
light
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:Una fuente puntual estática de luz omnidireccional, por ejemplo una bombilla desnuda o una llama de vela.

light_spot
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:Una fuente puntual estática de luz unidireccional, por ejemplo una linterna. El ángulo del rayo cónico no puede exceder 90°.

light_environment
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: Provee dos fuentes de luz:

  • Una luz difusa "ambient" (que representa luz reflejada de las nubes o luz de otras fuentes ambientes) que se emite de todas superficies de la skybox.
  • Una luz direccional "brightness" (que representa la luz del Sol o de la Luna) que es proyectada solamente en una dirección.
Las dos son emitidas de los materiales toolsskybox
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y toolsskybox2d

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donde son usadas en una mapa. También vea Skybox.

env_particlelight
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:Alumbra las partículas de un env_smokestack

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. Iluminación normal no afecta partículas.

Texturas Encendidas
Superficies de sólidos con un material que emite luz (como game_dir/lights.rad delimita) emiten luz volumétrica en un cono de 180°.

Destinatarias de Luz Estática

Sólidos
La herramienta "Lightmap Scale" en el "Hammer Face Edit Dialog" puede estar usada para controlar cuán marcada o difuso la mapa de luz de una superficie de un sólido será. Este efecto es más evidente entre áreas de alto contraste, p. ej. sombras. Nota que, aunque añadir fuentes de luz no afecta rendimiento mucho, reducir escala de mapa de luz (es decir, aumentar definición) incrementa tamaño de archivo significativamente.
prop_static
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:A diferencia de otras entidades de modelo, prop_statics se alumbran estáticamente. Un valor de iluminación se almacena por cada vértice, y el malla de colisión (o, opcionalmente, malla de referencia) del modelo se usa para calcular sombras de mapas de luz. Hay los opciones siguientes:

  • disableshadows — No proyecta sombras
  • disablevertexlighting — Almacena solo un valor de iluminación para el modelo entero
  • disableselfshadowing — Impide el modelo proyectar sombras en sí mismo
  • ignorenormals — Ignora los normales de la información de vértice para calcular iluminación. Esto es muy útil para follaje y otros tipos de malla fina de vértice.
    Pendiente: is "los normales" the right translation for "the normals" in this context? pretty much everything I could find is adjectival or refers to the state of being normal.
  • generatelightmaps (solo en Source 2013 Multiplayer) — Usa mapas de luz (como sólidos) si VRAD se ejecuta con "-StaticPropLighting" y el prop no tiene una mapa de bulto. Definición de mapas de luz puede configurarse con lightmapresolutionx y lightmapresolutiony.
func_brush
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y otras entidades visibles de sólido:Tienen un "keyvalue" vrad_brush_cast_lightmap_shadows que permítelos proyectar sombras de mapas de luz. Template:Not in FGD:es en la mayoría de juegos aparte de Template:Game name

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.

Fuentes de Luz Dinámica

Template:Tip:es

env_projectedtexture brilla de una entrada.
light_dynamic
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:Una simple luz dinámica unidireccional que puede moverse, girarse, o ajustarse.

point_spotlight
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:Un efecto dinámico de rayo de foco, con una opcional fuente de luz dinámica adonde llega.}}

npc_spotlight
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:Un "NPC" de foco, similar a point_spotlight pero puede seguir la trayectoria de un blanco.

env_projectedtexture
Una luz dinámica que brilla con una textura en vez de un color sólido y que "sustrae" sombras dinámicas realistas. Afecta todas superficies que pueden admitir iluminación, y se usa para el linterna del jugador en Template:Game link
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.

  • En todos juegos desde Template:Game name, la mayoría de entidades dinámicas pueden tener proyección de texturas apagada con el "keyvalue" disableflashlight, y pueden tenerlo pasado con los entradas "EnableReceivingFlashlight" y "DisableReceivingFlashlight". Sin embargo, su funcionamiento de proyectar sombras normales necesita controlarse por separado (véase debajo de Sombras Dinámicas). En juegos anteriores, este funcionamiento aun así puede controlarse con flag de efecto EF_NOFLASHLIGHT (véase más adelante).
Flags de Efectos Template:Not in FGD:es
La mayoría de entidades emparentables pueden brillar luz dinámica brillante o tenue con EF_BRIGHTLIGHT o EF_DIMLIGHT, respectivamente.