Thats how the old Unreal Tournament engine did the lighting on the player models, from the light map directly below the player. I would think the only other way to do
it would be to create volume lighting data. Anyway you do
it you are going to come up with errors unless you are
doing light mapping calculations on the player.
One other way I could think is to cast a ray from the
light positions to the player checking collision and including fall off. you could place 3 lights parented to the player and consider only the most significant lights
around the player in the the setting of those light colors.
it would be to create volume lighting data. Anyway you do
it you are going to come up with errors unless you are
doing light mapping calculations on the player.
One other way I could think is to cast a ray from the
light positions to the player checking collision and including fall off. you could place 3 lights parented to the player and consider only the most significant lights
around the player in the the setting of those light colors.