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Skies = Light?


kya4life

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Posted

Do skies count as a light sorce?

Today while i was messing around with sky textures this window popped up in .txt format this is what it said:

 

// skyparms work like this:

 

// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

 

// color will be normalized, so it doesn't matter what range you use

 

// intensity falls off with angle but not distance 100 is a fairly bright sun

 

// degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon

 

textures/skies/normallight

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 75

q3map_lightsubdivide 512

sun 0.75 0.79 1 250 0 65

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

q3map_nolightmap

skyParms textures/skies/nebula2 512 -

}

 

textures/skies/ships

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

q3map_nolightmap

skyParms textures/skies/nebula2 512 -

}

 

textures/skies/bluelight

{

lightcolor ( 0 0 1 )

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 35

sun 0.75 0.79 1 130 0 40

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

q3map_nolightmap

skyParms textures/skies/nebula2 512 -

}

 

textures/skies/orangelight

{

lightcolor ( 1 0.501961 0 )

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 200

q3map_lightsubdivide 512

sun 0.75 0.79 1 250 40 60

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

q3map_nolightmap

skyParms textures/skies/nebula2 512 -

}

 

textures/skies/test

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 75

q3map_lightsubdivide 512

sun 0.75 0.79 1 50 0 65

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

surfaceparm metalsteps

q3map_nolightmap

skyParms textures/skies/test 512 -

}

 

textures/skies/test2

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

notc

q3map_nolightmap

skyParms textures/skies/desert 512 -

}

 

textures/skies/bespin

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

notc

q3map_nolightmap

skyParms textures/skies/bespin 512 -

}

 

// skyparms work like this:

 

// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

 

// color will be normalized, so it doesn't matter what range you use

 

// intensity falls off with angle but not distance 100 is a fairly bright sun

 

// degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon

 

textures/skies/test3

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 15

q3map_lightsubdivide 512

sun 0.75 0.79 1 65 46 40

surfaceparm sky

surfaceparm noimpact

surfaceparm metalsteps

surfaceparm nonsolid

surfaceparm nonopaque

q3map_nolightmap

skyParms textures/skies/bespin 512 -

}

 

// skyparms work like this:

 

// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

 

// color will be normalized, so it doesn't matter what range you use

 

// intensity falls off with angle but not distance 100 is a fairly bright sun

 

// degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon

 

textures/skies/right_light

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 15

q3map_lightsubdivide 512

sun 0.75 0.79 1 65 180 65

surfaceparm sky

surfaceparm noimpact

surfaceparm nonsolid

surfaceparm nonopaque

q3map_nolightmap

skyParms textures/skies/bespin 512 -

}

 

// skyparms work like this:

 

// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

 

// color will be normalized, so it doesn't matter what range you use

 

// intensity falls off with angle but not distance 100 is a fairly bright sun

 

// degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon

 

textures/skies/test4

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 15

q3map_lightsubdivide 512

sun 1 0.627451 0.258824 100 46 40

surfaceparm sky

surfaceparm noimpact

surfaceparm metalsteps

surfaceparm nonsolid

surfaceparm nonopaque

q3map_nolightmap

skyParms textures/skies/bespin 512 -

}

 

// skyparms work like this:

 

// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

 

// color will be normalized, so it doesn't matter what range you use

 

// intensity falls off with angle but not distance 100 is a fairly bright sun

 

// degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon

 

textures/skies/test5

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 100

q3map_lightsubdivide 512

sun 1 0.843137 0.54902 130 0 90

surfaceparm sky

surfaceparm noimpact

surfaceparm metalsteps

surfaceparm nonsolid

surfaceparm nonopaque

q3map_nolightmap

skyParms textures/skies/bespin 512 -

}

 

textures/skies/kejim

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

surfaceparm metalsteps

notc

q3map_nolightmap

skyParms textures/skies/desert2 512 -

}

 

textures/skies/kejim_light

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 10

sun 1 1 1 200 0 70

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

notc

q3map_nolightmap

skyParms textures/skies/desert2 512 -

}

 

textures/skies/new_test

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 80

sun 0.75 0.79 1 130 5 40

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

notc

q3map_nolightmap

q3map_novertexshadows

skyParms textures/skies/desert2 512 -

}

 

// skyparms work like this:

 

// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

 

// color will be normalized, so it doesn't matter what range you use

 

// intensity falls off with angle but not distance 100 is a fairly bright sun

 

// degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon

 

textures/skies/artus_light

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 75

q3map_lightsubdivide 512

sun 0.75 0.79 1 250 0 65

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

q3map_nolightmap

skyParms textures/skies/desert 512 -

}

 

textures/skies/stars

{

qer_editorimage textures/skies/stars

surfaceparm sky

q3map_nolightmap

q3map_novertexshadows

skyParms textures/skies/stars 512 -

}

 

textures/skies/yavin

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

surfaceparm metalsteps

notc

q3map_nolightmap

skyParms textures/skies/yavin 512 -

}

 

textures/skies/space

{

qer_editorimage textures/skies/space_bk

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

surfaceparm metalsteps

notc

q3map_nolightmap

skyParms textures/skies/space 512 -

}

 

textures/skies/ice

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

notc

q3map_nolightmap

skyParms textures/skies/ice 512 -

}

 

textures/skies/col10

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

surfaceparm metalsteps

notc

q3map_nolightmap

skyParms textures/skies/col10 512 -

}

 

textures/skies/dm_col1

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

surfaceparm metalsteps

notc

q3map_nolightmap

skyParms textures/skies/col10 512 -

}

 

What are skyparms? and how do i access them? does this mean skies can act as a light source depending what texture they are?? if anyone could clear this up with me please do because whenever i put a sky in my bounding box my room is completely dark until i add lights... would be great if i didnt have to.

Posted

Any texture can act as a light source as long as you use a shader that has "q3map_surfacelight" in it. Unfortunately most of the "normal" sky shaders in JK2 don't have this function, but you could change it yourself.

Posted

most of the skys are just textures... and theres only like 5 real [shaders] and like 2 [shader_lights]. Why isnt there a shader for every texture you see? If theres a way to do it manually could someone post it? thanx...

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