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3questions...


Mech-Ryu

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1.

How do I make a md3 solid...

 

2.

How do I make the map light up without the use of a light enitity...

Ambient Light?

 

3.

What has happened to my sky shaders, I only have one. I used to have all of them.. (Should I reinstall the game)?

:ewok:

Thnx in advance..

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1. Add a brush in the shape that you want to block off the player around the misc_model and apply the system/clip shader to it.

 

2. You don't want to do that. :) Much better to use light entities indoors and light emitting sky shaders outdoors.

 

3. You only have one where? There should be at least one sky shader in most of the texturesets and a LOT of them in the skies textureset... can you not load the skies textureset at all?

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Hmm... sure you didn't uncheck the "Show Shaders" box above the texture window? :)

 

And the first one is relatively simple... say you have a barrel model in a misc_model.

 

1) Draw a regular rectangular brush around the barrel roughly where you want to block the player from running into it.

 

2) In the Textures menu, load up the System textureset

 

3) Shift-click the brush you just made and then click on the "Clip" shader (it's a big red block with the word "Clip" in it) :D

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shaderlist.txt is in base/shaders.

What you can try is to select a brush face which is supposed to be a sky and press . Then enter the name of a sky shader manually, for example: skies/kejim_light. It may appear as blue checkers in Radiant but try to compile the map and see if it shows okay in the game.

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Ok, back to the md3 question.... How do I make the clip texture fit around the model...

 

And one more thing, what is the ambient light value + key, and what would be the value + key for white light...

i tried key ambient and value 1 1 1 and nothing happens..?

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You have to create the brushes to be similar in shape to the model, on an x-wing for example you would have to create brushes that are similar in shape to the hull and wings etc. They don't have to be exact as this would take up too much time and slow down the game. It takes a while to do it but it's worth it in the end.

 

Mal Brigand

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And one more thing, what is the ambient light value + key, and what would be the value + key for white light...

i tried key ambient and value 1 1 1 and nothing happens..? [/b]

 

Eh, you're combining two keys. :)

 

The first is "ambient", which sets the actual light level... so set something like "ambient" with value "300"

 

The second key is "_color" (I think), which sets the color of the ambient light... all colors in the Q3A engine are done by a standard RGB color scale normalized to a value of 1, so set those three values ("1 1 1" for white) as the value for that key.

 

But anyway, I would highly suggest not using ambient light for the final release of a map... it just looks silly if you don't know how to use it correctly. :) If you have large outdoor areas, use one of the lighted sky shaders that comes with the game (or make your own) and if you have indoor areas, just make all the damn lights. :p Make your own wall sconce prefab (a light stuck to a wall) and put lights on them.

 

In order to make a professional looking level, you hafta make it at least quasi realistic. If there is obvious lighting where there shouldn't be, it will usually look weird unless you REALLY know what you're doing. :p

 

My "system/" shaders have disappeared in Gtk, to use them I load up JK][ and then save and reopen...

 

If you can see other shaders just fine, just load up the shaderlist.txt file and add the word "system" to it.

 

The reason you have a shaderlist.txt file is because that file tells Radiant which directories to remember there are shaders in. Any time you start up Radient (at least JK2, I assume it's the same for GTK), Radient reads the shaderlist.txt file and records all of those names into memory. It then goes to the .shader files and reads all the shaders that are referenced in directories LISTED in the shaderlist.txt file. That's why if you add a new shader, you need to restart radiant for it to recognize that it is there, while if you just change a shader, you only need to rerun the map in JK2 itself.

 

I probably didn't need to explain that, but I just felt like it. :p

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