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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

In this tutorial we're going to discuss concepts and technical stuff about lighting. Unlike newer games, OA has a static lightmap. Shadows aren't cast in real time; they are pre-calculated during the compile of the level. This lightmap is rendered onto the textures you apply to your geometry, so in a way, all textures in Q3 are blended shaders. Real time or dynamic lighting isn't also possible in OA, but Q3map2 give us the option of 'faking' dynamic lighting through shader trickery.

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  • Mapping manual/Lighting
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  • In this tutorial we're going to discuss concepts and technical stuff about lighting. Unlike newer games, OA has a static lightmap. Shadows aren't cast in real time; they are pre-calculated during the compile of the level. This lightmap is rendered onto the textures you apply to your geometry, so in a way, all textures in Q3 are blended shaders. Real time or dynamic lighting isn't also possible in OA, but Q3map2 give us the option of 'faking' dynamic lighting through shader trickery.
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abstract
  • In this tutorial we're going to discuss concepts and technical stuff about lighting. Unlike newer games, OA has a static lightmap. Shadows aren't cast in real time; they are pre-calculated during the compile of the level. This lightmap is rendered onto the textures you apply to your geometry, so in a way, all textures in Q3 are blended shaders. Real time or dynamic lighting isn't also possible in OA, but Q3map2 give us the option of 'faking' dynamic lighting through shader trickery. Practical examples and tips on how to use lighting (including the above) can be found in the Advanced lighting page.
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