The Strpix Light Editor
By
Stranger1992
The light editor in stripix
is a useful tool to light static objects. The reason for
this is because statics do not have control of the lights
around them and are not affected by them either. Therefore
you can create your own lights and shadows to simulate some
sort of light behaviour.
In the tutorial I will show you how to light the Tr3 shiva
statues correctly.
1. Take a look at your object. You need to decide where the
light is coming from and where it will be blocked off to
create shadows. The best direction of light is to presume
that the object has its light source above it:

2. With this in mind you can
begin to light it. Open your WAD in stripix and press
“CTRL+L”. You will get a panel like this:

3. Tick the “Enable lights
button” and then press “change all”. You will notice the
object changes contrast. That means the lights will now work
at it. Now you can move the slider to add shadows and
highlights. To do so start off by moving the slider to the
left so it reads “0” and then click on the head. It will go
lighter like so:

4. This now means that that
face will be lighter then the rest of the object. Finish off
texturing where you imagine the light sections would be
until you have something that looks like this:

5. It is looking better
already. However without light there is no shadow so now we
need some shadows. Set your slider to 23 and again, click on
the areas (usually the reverse of where you clicked for
light) to add some shadows. 23 is not the highest but 31
tends to look too strong in game.

6. Now it is looking much
nicer and much more realistic. Now simply save your WAD and
test it in game.
Advanced Light Editor
The light editor is rather
complex and actually very advanced at stages. You may be
wondering what the 4 “vertex” buttons mean at the bottom of
the light editor. What they do is tell the light which
vertices to affect on the face you have selected. It is hard
to tell verbally so here is a diagram:




Basically unchecking some of
the boxes in the light editor means that the light you are
trying to apply won’t affect that vertex.
Also, you may be wondering
why, even though you applied lighting to your object and
saved it all correctly why the lights you added didn’t show
and your pistol light did. Simple; you have imported it
wrongly. Any static needs to be imported as a static mesh so
the lighting editor works on it:

Also, it is important to note
that if you decide to retexture/re-import something after
changing it the lighting will not be saved. It is advised to
do the lighting on the static object at the very last stage
of the object, when it is perfect and is not needed for
change.
How to Find the Vertex
Corner
Thanks to Sapper and Kikiloco for this
information
Replace solid.bmp
in the stripix2 folder with one like this. Backup your
original. Then when you view in solid mode you can tell what
vertex is what.

For quads (4 vertex polygons) red is
vertex 1. Then you go clockwise so pink is 2, green 3 and
blue 4.For triangles blue is vertex
1. Then again you go clockwise so red is 2 and green is 3.
Looks like the pink corner isn't used.”
Vertice1,vertice2,vertice3 and vertice4 DOSENT MEAN the same
corner in every face in your model; at least not from the
point of view you usually see in all faces. They point to
the order of the corner used in the face WHEN IT WAS DRAW IN
THE CAD TOOL.
In strpix3 (and sister program pixstr2) faces are defined in
clockwise order; it work for rectangles and triangles;
vertex1 mean the first vertex DEFINED in the CAD program for
start drawing the face, vertex2 mean the 2th vertex DEFINED
and so on.
for example, if in your CAD program you draw a rectangle
defining the 1st, 2nd, 3rd and 4th vertex in this order:
1--------2
I-------- I
I-------- I
4--------3
Then the texture applied to it will be seen as normal and
the light editor will light the corners like in the diagram.
But in a CAD program a rectangle could have been draw in
next way:
2--------3
I---------I
I---------I
1--------4
When you see it in strpix3 it is just a rectangle like the
first one, however it was drawn starting from the bottom
left corner; the texture will be seen rotated and the light
editor will light the corners like in the diagram order.
If in meta you draw all rectangle and triangles starting
from the upper left corner then the texture when applied in
strpix3 will be seen as normal and the light editor will
light the corner like in the diagram.
I am talking here about CAD tool that allow you to draw
faces defining vertex by vertex; some others tools have a
shortcut where you just mark a block with the mouse and they
will generate the primitive (boxes, cylinder, rectangles’)
but those are just shortcut, all faces indeed have a vertex
order when they are draw.
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