RichDiesal Posted June 8, 2002 Posted June 8, 2002 You know when I have a problem, it's something strange... (Pulled from the Kamino thread because I don't think everyone will see it there. ) Has anyone experienced this before? Notice that the textures differ in the two screenshots... http://web.utk.edu/~rlanders/SPtextures.jpg http://web.utk.edu/~rlanders/MPtextures.jpg The map was compiled with MP entities... it looks fine in SP but looks awful in MP (notice the weird misplaced shadows). This is the SAME FILE in both screenshots. Anyone know what caused this? Or do I just have a screwy graphics setting in MP?
Xcom Posted June 8, 2002 Posted June 8, 2002 Raven usually makes some adjustments to SP engine while MP engine is basically the same as in Q3A. This was the case with Elite Force. I wonder if this's also the case in JK2.
RichDiesal Posted June 8, 2002 Author Posted June 8, 2002 But why would the shadows be different? I mean, a compile is a compile, isn't it? Or in other terms, how can I fix this?
Xcom Posted June 8, 2002 Posted June 8, 2002 I dunno. Make your platform vertex lit and lose all cool light/shadow effects.
RichDiesal Posted June 8, 2002 Author Posted June 8, 2002 Hrm, what would I lose with vertex lighting anyway? Just for reference.
jipe Posted June 8, 2002 Posted June 8, 2002 Singleplayer lighting is better quality than multiplayer lighting - don't ask how or why, but it is. Vertex lighting is what was used in Jedi Knight - lighting is calculated from the vertices, and for the most part it looks crappy. It can't compare to lightmaps..
Xcom Posted June 8, 2002 Posted June 8, 2002 Quote Originally posted by RichDiesal Hrm, what would I lose with vertex lighting anyway? Just for reference. I thought I already mentioned that above. Vertex light = no cool shadow/light effects
Grets Sirob Posted June 8, 2002 Posted June 8, 2002 No cool shadow/light effects? That's exactly what I need! How do I do this?!?! HOW?!?! HOW!!!!!?!?!?!?!?!?!??! *tusken battle cry*
Xcom Posted June 8, 2002 Posted June 8, 2002 Make a shader: textures/path/texture { qer_editorimage textures/path/texture q3map_nolightmap q3map_onlyvertexlighting q3map_novertexshadows { map textures/path/texture } }
Grets Sirob Posted June 8, 2002 Posted June 8, 2002 Oh boy... Um, how do I create a shader? *tusken battle cry*
Xcom Posted June 8, 2002 Posted June 8, 2002 Suppose you wanna bespin/basic2 texture be vertex lit. This is what you should do. 1. Go to base/textures dir and create "mytextures" directory in there. 2. Go to base/shaders and create mytextures.shader file there. 3. Open it in Notepad. 4. Paste this code inside: textures/mytextures/basic2_vertex { qer_editorimage textures/bespin/basic2 q3map_nolightmap q3map_onlyvertexlighting q3map_novertexshadows { map textures/bespin/basic2 } } 5. Save and close. 6. Now in the same directory, find shaderlist.txt and open it. 7. Add mytextures in the end. 8. Save and close. Now load Radiant, under textures you should see mytextures folder. Load it and you'll see basic2_vertex texture. Try applying it to brushes and compile.
Grets Sirob Posted June 8, 2002 Posted June 8, 2002 Oh, thank you! You saved(sorta) my map! My shadows didn't make sense. Really weird... Thank you! *tusken battle cry*
VIO Posted June 8, 2002 Posted June 8, 2002 not sure how to fix it but i think it has sometyhing to do with fps, meaning they made the mp egine slightly less complicated to help keep games running smoothly
Recommended Posts
Archived
This topic is now archived and is closed to further replies.