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Skies = Light?


kya4life

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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.

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