Mercenary Posted May 25, 2004 Share Posted May 25, 2004 What's the best way to light up a map with tall structures in a city at night? I don't think light entities are the most practical way to go because I'd have to use an insane amount to cover the large and open areas. Light from a skybox gives a nice effect in between buildings and lights the tops well but some lower parts remain too dark. Link to comment Share on other sites More sharing options...
GothiX Posted May 25, 2004 Share Posted May 25, 2004 Use q3map_skyLight in the skyshader, it'll make the lower area's a bit brighter. Link to comment Share on other sites More sharing options...
Mercenary Posted May 25, 2004 Author Share Posted May 25, 2004 Thanks I'll give that a try. Link to comment Share on other sites More sharing options...
wedge2211 Posted May 25, 2004 Share Posted May 25, 2004 How 'bout light-emitting shaders as windows? Link to comment Share on other sites More sharing options...
Mercenary Posted May 25, 2004 Author Share Posted May 25, 2004 q3map_skyLight <brightness> <iterations> Â I've gone as high as 800 5 and there's still not enough light in some places. The lighting looks nice but I'll need help from other light sources. What if I used the dreaded ambient light? Just a mild amount like 50 or so. Â wedge - I'm going to try all other possiblities before making new textures and shaders. Link to comment Share on other sites More sharing options...
Shadow_stone Posted May 26, 2004 Share Posted May 26, 2004 Originally posted by Mercenary Light from a skybox gives a nice effect in between buildings and lights the tops well but some lower parts remain too dark. Â how do u put light from a sky box without using light entities, Â q3map_skyLight <brightness> <iterations> how, or where does that go...in other words how does it work??? Link to comment Share on other sites More sharing options...
Mercenary Posted May 26, 2004 Author Share Posted May 26, 2004 It goes in the shader  textures/city/cityscape { qer_editorimage textures/skies/sky.tga q3map_skyLight 300 5 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/city/sky 512 - }  I think q3map_skyLight is the new way. I used q3map_surfacelight before. Link to comment Share on other sites More sharing options...
GothiX Posted May 26, 2004 Share Posted May 26, 2004 Combine it with q3map_SunExt, it'll look quite a bit better. Link to comment Share on other sites More sharing options...
lassev Posted May 26, 2004 Share Posted May 26, 2004 You know, Gothix, it's not even healthy to know as much as you do? Your brain might burst! Â If you use the ambient lighting, your indoor areas might suffer, if you have such. On the other hand, I guess nothing should be avoided just because it's "notorious". If something looks good, then it looks good, no matter how it was achieved. Â BTW, what are you mapping, Mercenary? I hope it's SP! Link to comment Share on other sites More sharing options...
Mercenary Posted May 26, 2004 Author Share Posted May 26, 2004 Originally posted by GothiX Combine it with q3map_SunExt, it'll look quite a bit better. Â Another new one? Â Â Originally posted by lassev BTW, what are you mapping, Mercenary? I hope it's SP! Â Don't worry it's for SP. Speaking of which, me and Kengo are doing an sp side project which we hope can be released in the near future. Link to comment Share on other sites More sharing options...
Mercenary Posted May 27, 2004 Author Share Posted May 27, 2004 q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples> Â Damn... this makes some nice lighting. The shadows are so good. I used the settings ydnar gave as an example: Â q3map_sunExt 0.95 0.99 1.0 120 60 30 2 16 Link to comment Share on other sites More sharing options...
lassev Posted May 27, 2004 Share Posted May 27, 2004 Originally posted by Mercenary q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples> Â Damn... this makes some nice lighting. The shadows are so good. I used the settings ydnar gave as an example: Â q3map_sunExt 0.95 0.99 1.0 120 60 30 2 16 Â So, does it produce better results than entity sun(s)? I somehow liked the shader entry sun, although I have right now three entity suns in my map. But it's a night time map, and they are very weak, and produce a tolerable result. A shader entry sun wouldn't do at all, I think. Link to comment Share on other sites More sharing options...
Mercenary Posted May 27, 2004 Author Share Posted May 27, 2004 I think it all depends on the map. Link to comment Share on other sites More sharing options...
GothiX Posted May 27, 2004 Share Posted May 27, 2004 Oh, but that's not true. Q3map_SunExt will look a lot better in 99% of all cases. Also, mercenary, by raising the elevation, you'll have less trouble with buildings in the way. Link to comment Share on other sites More sharing options...
WadeV1589 Posted May 27, 2004 Share Posted May 27, 2004 I've noticed sunext is far faster than entity suns as well, also for actual sun try deviance 1 samples 8 as sun doesn't usually deviate by 2 degrees. Link to comment Share on other sites More sharing options...
GothiX Posted May 27, 2004 Share Posted May 27, 2004 Actually, the real sun has half a degree, but what the hell. Link to comment Share on other sites More sharing options...
WadeV1589 Posted May 27, 2004 Share Posted May 27, 2004 I tried 0.5 but it didn't work, hence me saying 1. I'm sure it's supposed to work...but last time I tried it it just screwed up and came out as 0. Link to comment Share on other sites More sharing options...
wedge2211 Posted May 27, 2004 Share Posted May 27, 2004 Can you repeat the sunExt line? Some neat effects can be achieved with two entity suns, and I'm wondering if that's also possible here. Link to comment Share on other sites More sharing options...
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