Demyse Posted May 24, 2002 Share Posted May 24, 2002 Alright, I'm sick and tired of not having the included light textures lack surfacelight. Being an experienced mapper (Been mapping since Quake 2), I've become dependant on surface lights for realistic lighting schemes. I've been trying to get some of the textures included in the jk2 shader files to emit light, but I keep getting this. Now that flat texture you see there, is supposed to be u_light02 included in the bespin textures. I can't figure out wtf I'm doing wrong here. Oh one other thing, don't flame me about this, I HATE, AND I MEAN DISPISE doing custom textures and shaders, its just not my kind of thing. NOTE: Ignore the black wall behind it, this is just a test map, didn't feel like I needed to light every crevice. Link to comment Share on other sites More sharing options...
Xcom Posted May 24, 2002 Share Posted May 24, 2002 Is that blue stretched trim supposed to be this texture? Curious. Maybe an evil poly or something. Hard to say. What tools are you using? I checked the shader and it seems okay. It doesn't emit light though. (it just glows). I guess if you wanna make it emit light, you gonna need to make your own custom shader. Link to comment Share on other sites More sharing options...
Demyse Posted May 24, 2002 Author Share Posted May 24, 2002 I'm using GTK Radiant 1.2.8 (With JK2 Support) to make the map, and I'm using ShaderEd 2 to modify the shader file. Even with my limited shader knowledge, this has stumped me too, I've also gotten this problem with all the other u_lightxx files in bespin. Just so you know (as this may be a problem, I'm not sure if it is or isn't) I'm just straight out editing the bespin.shader to make the texture emit light. Every single light texture in JK2 DOESN'T emit light, and its starting to piss me off, since normal entity lights look like s*it when you try to make realistic scenes (and I just hate the extra 2 hours that goes into making those lights work the way I want them to). Could I just make a new shader file with that texture in it, or do I need to continue to modify the bespin.shader file? Link to comment Share on other sites More sharing options...
Xcom Posted May 24, 2002 Share Posted May 24, 2002 Originally posted by Demyse Could I just make a new shader file with that texture in it, or do I need to continue to modify the bespin.shader file? Actually, you should always make a custom shader file, that is if you intend to distribute your map. Maybe you can try this. Create "mylight" directory under base/textures/. Then create a text file in base/shaders and paste the code below in it. Save it as mylight.shader. Then open shaderlist.txt (in the same dir) and add mylight to it. Start up Radiant and select mylight from textures menu. You should see that light texture. See if it works. textures/mylight/u_light02 { qer_editorimage textures/bespin/u_light02.tga q3map_surfacelight 2000 { map $lightmap } { map textures/bespin/u_light02.tga blendFunc GL_DST_COLOR GL_ZERO } { map textures/bespin/u_light02glow.tga blendFunc GL_ONE GL_ONE rgbGen wave sin 1 0.1 0 0.5 } } Link to comment Share on other sites More sharing options...
Demyse Posted May 24, 2002 Author Share Posted May 24, 2002 Thanks man, I'll try it after I finish working on my secret project map. :D Link to comment Share on other sites More sharing options...
RelFexive Posted May 24, 2002 Share Posted May 24, 2002 empty texture directory called RELFEXIVE - check shader file called RELFEXIVE.SHADER in shader directory - check shader filename RELFEXIVE added to shaderlist.txt - check contents of said shader file - textures/relfexive/bespin_light01 { qer_editorimage textures/bespin/u_light02 q3map_surfacelight 2000 { map $lightmap } { map textures/bespin/u_light02 blendFunc GL_DST_COLOR GL_ZERO } { map textures/bespin/u_light02glow blendFunc GL_ONE GL_ONE rgbGen wave sin 1 0.1 0 0.5 } } textures/relfexive/bespin_light02 { qer_editorimage textures/bespin/u_light02 q3map_surfacelight 2000 q3map_nolightmap { map textures/bespin/u_light02 blendFunc GL_DST_COLOR GL_ZERO } { map textures/bespin/u_light02glow blendFunc GL_ONE GL_ONE rgbGen wave sin 1 0.1 0 0.5 } } <<bespin_light02 is me trying to get the damn thing to work>> Map with three 'lights'; one with normal texture from bespin group, one with texture relfexive/bespin_light01, one with texture relfexive/bespin_light02 - HERE END RESULT: 1) The normal bespin light works and looks OK but is not an actual light source. 2) bespin_light01 is a light source but looks totally wrong. 3) bespin_light02 is also a light source but looks just as wrong. I get the same weird look when I try to replicate the beams from the WLS duel maps. QUESTION: What the frell is going on? Link to comment Share on other sites More sharing options...
Xcom Posted May 24, 2002 Share Posted May 24, 2002 Is sv_pure set to 0. Type(in the console): /sv_pure 0 and reload the map. Link to comment Share on other sites More sharing options...
Demyse Posted May 24, 2002 Author Share Posted May 24, 2002 What XCom said worked for me. Thanks again XCom. Link to comment Share on other sites More sharing options...
RelFexive Posted May 25, 2002 Share Posted May 25, 2002 So what does sv_pure do exactly? And does that not mean all servers would need to have it set to zero for the map to work properly? How do you know a server is set to zero? Link to comment Share on other sites More sharing options...
Xcom Posted May 25, 2002 Share Posted May 25, 2002 Pure server will only load stuff from pk3 files. Disabling it (setting it 0) is a good idea when you are doing editing/mapping etc. And no, public servers won't have to do it because you are distributing your maps in a pk3 file. Demyse, you are welcome. Glad it worked. Link to comment Share on other sites More sharing options...
RelFexive Posted May 25, 2002 Share Posted May 25, 2002 Ah, I see. All becomes clear. Well, maybe not all. Thanks, I'll give it a go and report back (my favourite phrase at the moment....) Link to comment Share on other sites More sharing options...
RelFexive Posted May 25, 2002 Share Posted May 25, 2002 To Whom It May Concern Regarding Shaders As Lights: The results of everyone's help and work can be found HERE. Link to comment Share on other sites More sharing options...
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