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Posted

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!

Posted

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!!

 

 

 

:duel: <--- I can stop laughing cause its so true!!

Posted

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?

Posted

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.

Posted

Try this, not sure it will work :D

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 -
}

Posted

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

Posted

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.

Posted

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.

Posted

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!!!:jawa

Posted

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.

Posted

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)

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