VIO Posted June 13, 2002 Share Posted June 13, 2002 MP FFA/holo/CT wierd creature ----------------------------------------- hey i have the "stars" sky shader but when i compile the map its really dark is that just the shader? how can i make the lvl brighter i tryed ambient light at 200 but no difference! Link to comment Share on other sites More sharing options...
DireTan Posted June 13, 2002 Share Posted June 13, 2002 Ooooh I know I know.. you have to use the Shader that has the _light after it like Kejim_light I hope this is what your looking For Good Luck and happy mapping!! <--- I can stop laughing cause its so true!! Link to comment Share on other sites More sharing options...
RichDiesal Posted June 14, 2002 Share Posted June 14, 2002 If you want light-emitting stars, you'll hafta make a custom shader for it. A shader is just a shader, nothing more, nothing less. Link to comment Share on other sites More sharing options...
VIO Posted June 14, 2002 Author Share Posted June 14, 2002 thats not it its just the skys don't give off any light except right by them IE: the shaders can be seen clearly but not the rest of the lvl its all dark. ive tryed to replace the sky with the sky Yavin which i know works and gives of light because i used it in my last map! any ides how do i get ambient light to work? Link to comment Share on other sites More sharing options...
Xcom Posted June 14, 2002 Share Posted June 14, 2002 IIRC, light generated from the skies is dependant on the images. If you have black sky, there will be black light (in a matter of speaking of course, read no light). To change that you'd need to provide different: q3map_lightimage for the sky shader. Link to comment Share on other sites More sharing options...
VIO Posted June 14, 2002 Author Share Posted June 14, 2002 so wat would i add the the stars shader to get the light like in yavin, should i add a sun thing? Link to comment Share on other sites More sharing options...
Xcom Posted June 14, 2002 Share Posted June 14, 2002 Try this, not sure it will work textures/skies/stars_bespin { qer_editorimage textures/skies/stars [b]q3map_lightimage textures/skies/bespin_up[/b] [b]q3map_surfacelight 80[/b] surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap q3map_novertexshadows skyParms textures/skies/stars 512 - } Link to comment Share on other sites More sharing options...
VIO Posted June 14, 2002 Author Share Posted June 14, 2002 nope i get the light but theres no sky image just that black and white checkered thing im going to try a diff image for the same code Link to comment Share on other sites More sharing options...
yrean Posted June 14, 2002 Share Posted June 14, 2002 ok take lights and multiply them by your ceiling... make a white light.... make radius like 500 0and brightness like 1000.... at least i have done this on a map i used a nightsky on... if you put lights highe enough you with a big enough radius and light to reach it will seem like ambient lighting.... i know its cheating what you want to do... but it works for me. Link to comment Share on other sites More sharing options...
VIO Posted June 14, 2002 Author Share Posted June 14, 2002 that could work but that will lower fps Link to comment Share on other sites More sharing options...
yrean Posted June 14, 2002 Share Posted June 14, 2002 yes... but it was the only way i could get it to work with the starry skys... i tried ambient lighting as well and it didnt work either. Link to comment Share on other sites More sharing options...
VIO Posted June 14, 2002 Author Share Posted June 14, 2002 gues your right well thats my backup plan if i can't get these shader im making working ok XCOM help me:D this is the code for the few diff approachs ive been try all get the same thing no image textures/skies/stars2 { qer_editorimage textures/skies/stars q3map_surfacelight 80 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap q3map_novertexshadows skyParms textures/skies/stars 512 - } textures/skies/ships_Surfacelight { qer_editorimage textures/skies/sky.tga q3map_surfacelight 80 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/skies/nebula2 512 - } textures/skies/ships_sun { qer_editorimage textures/skies/sky.tga q3map_surfacelight 80 q3map_lightsubdivide 512 sun 0.75 0.79 1 250 40 60 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/skies/nebula2 512 - } //edit JAWA!!! Link to comment Share on other sites More sharing options...
Xcom Posted June 14, 2002 Share Posted June 14, 2002 Hm? Are you playing with pure surver OFF? (If not, you should). Also try to create separate shader file for these skies and add it to shaderlist.txt. ('cause the one in pk3 may be overwriting the new one) Also try changing stars to space in my example above. I noticed that there is only one stars image. However, the one with nebula should work. Link to comment Share on other sites More sharing options...
alienprotein Posted June 14, 2002 Share Posted June 14, 2002 I seem to have had that sorta issue with my star field back ground. All i did was Stretch the Texture so it was larger. And after I did that it seemed to look like I was in space. (like I’m not already a space cadet) Link to comment Share on other sites More sharing options...
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