acewombat Posted July 17, 2002 Share Posted July 17, 2002 Is it possible to control the amount of light a texture gives I have no lights in my level yet everything is well lit-but I wanted to darken it down a bit. Can I? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted July 17, 2002 Share Posted July 17, 2002 you could edit the shader entry Link to comment Share on other sites More sharing options...
acewombat Posted July 17, 2002 Author Share Posted July 17, 2002 How exactly do I do access that and then what exactly do I do The only thing I have ever done with shaders is add one for my sky texture-oh and thanx. Link to comment Share on other sites More sharing options...
idontlikegeorge Posted July 17, 2002 Share Posted July 17, 2002 um, hmm im not sure about making new shaders, and i dunno if you wanna edit existing shaders; but there should be a variable named q3map_surfacelight, with a number after it; it controls the amount of light the texture gives off Link to comment Share on other sites More sharing options...
silverwest Posted July 18, 2002 Share Posted July 18, 2002 if you don't want to make new shaders, here's what i'd do, if you're only changing lighting: first copy the shader folder to your desktop as a backup. open the shaders you used in notepad (the ones from the original shaders folder that's still in the base folder). you can lower the q3map_surfacelight numbers for each of the shaders you're using. then save them. in the editor, go to textures --> flush and reload shaders. then recompile your map. experiment with different values. since you only changed lighting, you won't have to include shader files with your map. Link to comment Share on other sites More sharing options...
RichDiesal Posted July 18, 2002 Share Posted July 18, 2002 Just be double sure that you revert the shaders back to their original files before you work on any other maps. Link to comment Share on other sites More sharing options...
Xzzy Posted July 18, 2002 Share Posted July 18, 2002 most screwup proof way to mess with shaders is to make your own shader file. Additionally, extract the textures you want to emit light to a textures directory, and name it something personal so it's easy to identify. Then in your custom shader file, cut and paste a shader entry into your file. Alternatively, just download this shader file and put that in your file. Two roads that get you to the same spot. http://tru7h.org/lighting/files/shaders/xzzy.shader Then modify the file to point to your texture you have reserved in your own texture folder. If you used the file I just linked to, there are 5 lines you have to change.. I'll leave it to you to figure out which ones. Link to comment Share on other sites More sharing options...
RichDiesal Posted July 18, 2002 Share Posted July 18, 2002 But see, since all light rendering is predetermined, he wouldn't need to include any new shaders in the PK3, thus his suggestion. Tho making new shaders would be much better. Link to comment Share on other sites More sharing options...
Xzzy Posted July 18, 2002 Share Posted July 18, 2002 jk2 won't "light" a texture if it's shader does not exist. All the generated light will appear like you expect but the texture itself won't be lit like you would see if the shader was present. Texture tinting is apparently processed at runtime. Link to comment Share on other sites More sharing options...
RichDiesal Posted July 18, 2002 Share Posted July 18, 2002 Yes yes, but if all he was changing was surfacelight, that information would be hard-coded into the BSP. He wasn't going to change the glowyness of the shader. Link to comment Share on other sites More sharing options...
winner_rex Posted July 18, 2002 Share Posted July 18, 2002 Are you sure you ran LIGHT, wombat? Just checking...if you didn't, everything would be uberbright Link to comment Share on other sites More sharing options...
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