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Texturing in SP vs MP


RichDiesal

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You know when I have a problem, it's something strange... :D

 

(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?

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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..

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Originally posted by RichDiesal

Hrm, what would I lose with vertex lighting anyway? Just for reference. :D

 

I thought I already mentioned that above.

 

Vertex light = no cool shadow/light effects :p

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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.

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