brigand1138 Posted April 29, 2002 Share Posted April 29, 2002 Hi guys, I thought Id finally got it licked, but I haven't, while my texture now emits light, the texture doesn't show right, here's what it should look like: The above pic shows the light_whited shader from the doomgiver directory, with the doomgiver.shader file edited to increase the light intensity, it works fine (it lights up the underneath of an imperial shuttle which you can't see in the pic) Now here is what mine looks like: What I have done here, is made a new directory in the textures directory called "lights". I have copied the "light_whited" texture as used in the first pic, pasted it into my new "lights" directory and renamed it "mals_light", I have also copied the "light_whited_glow" texture into the lights directory and renamed that "mals_light_glow" Finally, I copied the required text from the doomgiver.shader file, which is this: textures/doomgiver/light_whited { q3map_surfacelight 50000 { map $lightmap } { map textures/doomgiver/light_whited blendFunc GL_DST_COLOR GL_ZERO } { map textures/doomgiver/light_whited_glow blendFunc GL_ONE GL_ONE rgbGen wave sin 0.75 0.05 0 5 } } And then created a new file called "lights.shader" pasted the above code into the file and changed it to this textures/lights/mals_light { q3map_surfacelight 50000 { map $lightmap } { map textures/lights/mals_light blendFunc GL_DST_COLOR GL_ZERO } { map textures/lights/mals_light_glow blendFunc GL_ONE GL_ONE rgbGen wave sin 0.75 0.05 0 5 } } So, where am I going wrong guys?? The texture shows up fine in the JKIIRadiant, but not in game. Please help!! Link to comment Share on other sites More sharing options...
Gizmo2k Posted April 29, 2002 Share Posted April 29, 2002 You infact dont need to copy the texture to a new dir you can just refrence it from its org folder give this a try textures/lights/light_whited { qer_editorimage textures/textures/doomgiver/light_whited q3map_surfacelight 5000 q3map_nolightmap { map textures/doomgiver/light_whited blendFunc GL_DST_COLOR GL_ZERO } { map textures/doomgiver/light_whited_glow blendFunc GL_ONE GL_ONE rgbGen wave sin 0.75 0.05 0 5 } } by using the qer_editorimage key you dont need to make a copy of the texture your just telling jkrad to us the path for org image for your shader you still need to leave the lights dir in the textures dir as it seems this version of radiant doesnt like to load shaders that dont have folder of the same name....also did you add the lights name to the shader list? btw this shader will be about 50% transparent.... if you want a solid base with a glow over it just kill the blendFunc GL_DST_COLOR GL_ZERO in the first stage btw sorry about not getting back to you in the other thread i must have just logged off as you posted hope this helps let us know how you get on laters gizmo Link to comment Share on other sites More sharing options...
brigand1138 Posted April 29, 2002 Author Share Posted April 29, 2002 Thanks for the reply, I'll try that, I've had some problems with Radient and JKII itself throwing up errors at me now, so I've ditched EVERYTHING! Re-installed everything and am gonna start from scratch, The map was in it's extremely early stages anyway, it's not gonna take long to make what I'd done before again, it was the lighting that halted me!! (I like to get a problem I come across sorted before moving on!) Thanks for the info Gizmo!! note - this post MIGHT appear above yours, my last two posts showed as two hours EARLIER than when I posted them!! Link to comment Share on other sites More sharing options...
brigand1138 Posted April 29, 2002 Author Share Posted April 29, 2002 Gizmo!! YOU DA MAN!! Thankyou very much!! Problem solved, I can now go on to make my map!! (until I hit another problem!!) Thanks again! Mal Brigand Link to comment Share on other sites More sharing options...
Gizmo2k Posted April 29, 2002 Share Posted April 29, 2002 NP dude glad i could help Link to comment Share on other sites More sharing options...
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