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acewombat

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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.

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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.

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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.

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