kya4life Posted April 27, 2002 Share Posted April 27, 2002 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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Schizophrenic Posted April 27, 2002 Share Posted April 27, 2002 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. Link to comment Share on other sites More sharing options...
kya4life Posted April 27, 2002 Author Share Posted April 27, 2002 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... Link to comment Share on other sites More sharing options...
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