zag Posted February 9, 2005 Share Posted February 9, 2005 i added applied a surface light shader to my map but the lighting is very very dark..ive tried increasing the q3map_surfacelight with no effect.. here is a screenshot of the map: http://img207.exs.cx/img207/279/shot00135cv.jpg and here is the shader i am using: textures/tantive/ceiling_small { // light 1 qer_editorimage textures/colors/white q3map_surfacelight 1000 surfaceparm nomarks { map $lightmap glow rgbGen identity } { map textures/colors/white blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } { map textures/colors/white blendFunc GL_ONE GL_ONE } } thanks in advance Link to comment Share on other sites More sharing options...
mergatroid Posted February 9, 2005 Share Posted February 9, 2005 I think you still have to light the places around the shaders. Link to comment Share on other sites More sharing options...
zag Posted February 9, 2005 Author Share Posted February 9, 2005 then whats the point of the shader?i want it too light the whole area Link to comment Share on other sites More sharing options...
mergatroid Posted February 9, 2005 Share Posted February 9, 2005 To make the texture look like it's glowing. Link to comment Share on other sites More sharing options...
GothiX Posted February 9, 2005 Share Posted February 9, 2005 No, you just need a q3map_lightimage. Link to comment Share on other sites More sharing options...
zag Posted February 17, 2005 Author Share Posted February 17, 2005 i tried the lightimage and it had no effect, anyway i thought if you didnt have that specified it uses the image defined in qer_editorimage Link to comment Share on other sites More sharing options...
DigitalVapor Posted September 5, 2005 Share Posted September 5, 2005 Oh, thats easy. You dont need a lightimage, you simply need to make that surfacelight A LOT brighter. 5000 at LEAST. To light that tantive scene, I would try maybe 10000, experiment with the brightness until you get the result you want. I make almost exclusive use of light emitting shaders in my maps and if done corectly and sensibly, they yeild fantastic and realistic results. AND they make the light phase of compile go faster than if you use light entities Link to comment Share on other sites More sharing options...
lassev Posted September 5, 2005 Share Posted September 5, 2005 Quite a necromancer, aren't you Link to comment Share on other sites More sharing options...
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