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misc_model lighting


fourwood

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I have a misc_model in a room, but in game the model is completely black, although it is fully engulfed in a spotlight. Is there a way to independently add light to a misc_model? Or does anyone have tips for lighting a model?

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kejim/generator and generator_big, or something like that. Only 2 I've tested that won't light properly/at all.

 

[edit]Scratch that, kejim/cutter does light some, but only about half of it is lit. So... only common thing so far is that they all have animated textures...

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Originally posted by RichDiesal

You need to export the model to Lightwave and then back again, or something like that. It's much more complex, but I've never actually done it, so you'll hafta ask volrathxp. :)

 

where the hell did you get Lightwave from? Gmax and Milkshape all the way baby! :D

 

Ugh... i need to find that old post when i released that Raven's Claw now... there was something that someone suggested with changing a blending mode on the shader.

 

*heads to find it now*

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Copy this guy here in your models.shader file

 

models/map_objects/kejim/gen_body

{

q3map_nolightmap

q3map_onlyvertexlighting

{

map models/map_objects/kejim/gen_body

blendFunc GL_ONE GL_ZERO

rgbGen lightingDiffuse

}

{

map models/map_objects/kejim/gen_bodyglow

blendFunc GL_ONE GL_ONE

rgbGen wave sin 1 0.1 0 25

}

}

 

create a new shader file, paste that and change this line:

 

rgbGen lightingDiffuse

 

to:

 

rgbGen vertex

 

and then add your shader name be it generator.shader to the shaderlist.txt as 'generator' in the list. compile your map and let us know. you will however, have to include this shader with your map when you release.. else it will look black to anyone who plays it.

 

try that and let me know. if not, there's an issue in the model itself like the Raven's Claw that may need corrected.

 

Have a great day!

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