These are some WIP images of the entrance to the temple of eternal twilight in my game, Legacy of Taro.
I am using a new, advanced lighting engine, with stencil shadows, and halo lighting.
j/k, I actually made those shadows using hsv-altered textures.
brought it into gimp, and dodged it a bit, until it was like this:
And then, I created another texture, seperate from that, like this:
and then, I just applied the textures to make it appear as though the light was shining in!
Lol, no, it’s just a nice way to show how you did the nice ligthning effects, maybe even usefull for games without too much real lamps in it. Tell us more technics and effects. 8)
I think the lack of replies is because u only have one object or place… not much to talk about, except of the technique, but there isn’t much to talk about that either… so I’m waiting for something more… I would like to see it on a landscape or whatever you intend to make it for… a dungeon or somethin’
Just to note, adding lighting to the textures is not stencil shadows. Stencil shadows are when you render two versions of the object, once normaly and once flattened as the shadow. To make the shadow only show up where there’s ground, the stencil buffer is used to cut off any bits that stick out into thin air.
z3r0 d: I use vertex colors, mostly, but the shadows and sunlight on the outer stone texture are hsv-altered textures. And yes, I know it’s dark. I will have it lit with candles or something later.