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Lxfree gobo
Lxfree gobo










You can change the font of these objects directly using the commands, Bold, Italic, Bigger, etc. The Font menu operates on selected text objects. The first item under Format is the Font submenu. Unlike with a shadow map, you don't have to worry about keeping hard-edges for a gobo texture.The Format menu allows you to modify graphic objects that have been selected in the main window using the selection tool.Īdvanced commands in the Format menu are not available in LXFree. everything required to rebuild it is in the source folder).ĮDIT: Oh also,, you could blur that fan gobo to make it less pixelated if you wanted to (or take a higher resolution screenshot of it and downsample it for better quality).

lxfree gobo

(Rule of thumb: you should always be able to delete your output directory without losing data, eg. Builder reads from source, and writes to output, and should be the only thing writing to the output folder. Just a quick reminder that the editor reads from the "output/*" directory, not the source directory. Get them here.īelow are my orginal gobo textures, which include some sharper versions for some cases that can still be useful. Might make more in the future or improve the current onesĮdit: Runestorm updated the gobo textures and added some more. as backup.Įxample, light from lava below grating in Furnace in NS2_Origin (first picture with gobo_texture, 2nd one with more expensive shadow casting light)

#Lxfree gobo mod

(If this doesn't work, put them into output/materials/gobo_textures)ĭon't put your custom assests for your maps/mods into the ns2 folders, because then you run the risk of not noticing, when something is missing in your mod files due to the game using your stuff in /ns2/. The editor treats the files like they were in your ns2 folder and they are properly included into your mod aswell then. If you use launchpad to start your mapmod and editor, which you should do, you can put the gobo textures into source/materials/gobo_textures. Just a little reminder, since there can be some trouble with proper folders and including the materials into your mapmod: Choose light position, max distance and intensity accordingly for desired effect (especially important to avoid bleeding through onto geometry, which shouldn't be hit by that light) Use an outer angle of 45-50 to use the whole gobo texture. Click Gobo Texture in the attributes list of your light_spot and choose one of the provided gobo textures.

lxfree gobo

Make sure to include used gobo_textures in your mod.

lxfree gobo

Extract the materials/gobo_textures/ folder and files into.

lxfree gobo

It saves performance, which can be used to set other spotlights to cast shadows, for overall more interesting lighting and shadows. This can be useful, if you use soft, generic shadows casted by lights behind gratings, etc., which cover part of your room. Atmospherics aren't effected by the Gobo texture, which means it doesn't look well with strong atmospherics ( would this be easy to change ? ) Can bleed through walls onto geometry, which is usually in the shadow Static shadow, doesn't create player/structure shadows, doesn't work with rotating Fans Doesn't fade out far away (unless you use insane shadow fade rates for your lights, which is bad for performance) Isn't affected by graphics option Shadows:off Various grating shadow effects, Fans, Stripes and Leaves.īasicly you can make your shadow casting spotlights more interesting or set shadowcasting to false for performance gains. I've created a few generic gobo textures for everyone to use.










Lxfree gobo