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lighting up a cityscape


Mercenary

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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.

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q3map_skyLight <brightness> <iterations>

 

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.

 

wedge - I'm going to try all other possiblities before making new textures and shaders.

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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.

 

how do u put light from a sky box without using light entities,

 

q3map_skyLight <brightness> <iterations>

how, or where does that go...in other words how does it work???

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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.

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You know, Gothix, it's not even healthy to know as much as you do? Your brain might burst! ;)

 

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.

 

BTW, what are you mapping, Mercenary? I hope it's SP!

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Originally posted by GothiX

Combine it with q3map_SunExt, it'll look quite a bit better.

 

Another new one?

 

 

Originally posted by lassev

BTW, what are you mapping, Mercenary? I hope it's SP!

 

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.

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q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples>

 

Damn... this makes some nice lighting. The shadows are so good. I used the settings ydnar gave as an example:

 

q3map_sunExt 0.95 0.99 1.0 120 60 30 2 16

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Originally posted by Mercenary

q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples>

 

Damn... this makes some nice lighting. The shadows are so good. I used the settings ydnar gave as an example:

 

q3map_sunExt 0.95 0.99 1.0 120 60 30 2 16

 

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.

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