zag Posted February 9, 2005 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
mergatroid Posted February 9, 2005 Posted February 9, 2005 I think you still have to light the places around the shaders.
zag Posted February 9, 2005 Author Posted February 9, 2005 then whats the point of the shader?i want it too light the whole area
mergatroid Posted February 9, 2005 Posted February 9, 2005 To make the texture look like it's glowing.
zag Posted February 17, 2005 Author 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
DigitalVapor Posted September 5, 2005 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
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