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Realistic lights

Started by January 31, 2000 08:35 PM
6 comments, last by JJM 25 years, 1 month ago
Hi, I was wondering if anyone could help me with creating realistic lights to be used on eg. a car. I have a light texture, a set of vertice coordinates for the light, and the need to know where to go from here... The images below are from a game and it is the same effect I need to end up with. Example #1 Example #2 Light texture Edited by - JJM on 1/31/00 8:38:21 PM
I should use billboarding, which means you rotate the polygon with the light texture
so it faces the viewer at all time. This can be done by using the inverse of the camera matrix.
There not much more to it, oh yeah, the polygon should use alphablending D3DBLEND_ONE, for both src and dest blend.
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Yes, offcourse! I got (almost) the same idea when I woke up this morning!

Thanks!
If the polygon was rotated to always face the camera, wouldn''t it look just like a sprite? In those pics it looks like the texture map of the light is still rotated to be aligned with the front of the car--not the camera. Maybe I just don''t know, but I thought I''d point that out.
Yeah, it would just be like a sprite(I think), but yeah, it does look different from the front and the side, hmmm..............
Also, by looking at dat blue hand, is that NFS3, jus curios
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It's NFS4 actually...

Below are some more screenshots (I hope that is okay...) of another car where I have moved one of the headlights up a bit. Looking at these, I would say that billboarding would work...?



Edited by - JJM on 2/3/00 9:26:40 PM
NFS3, NFS4, same ting(hear on PSX NFS4 pretty good, anyway) yeah, guess builbording does work, if yo put it inside that headlight model, cool

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