Jump to content

Home

Sky Light


pizzaknymp

Recommended Posts

Posted

A sky light???? no... i think you mean an ambient light, right???

 

add the key ambient to the worldspawn entity and a value like 200...

 

Next, you have to add the key _color and a color of your choice... for a normal white light, add the value 1.0000000 1.0000000 1.0000000...

 

hmm... i think with an ambient light, your map looks really unrealistic...

Posted

well sadly thats impossible in q3 engine games for what i know sofar. in q2 and hl it is a very nice feature to let rad render gi. u just had to put one light in a room and have brushes relfect the light on others emiting even in their textures color! but thats not going to be in the next games and is certainly not in q3. but look at my map http://64.246.44.70/~lucasforums.com/showthread.php?s=&threadid=70555

there it looks like gi but isnt! the sky light was made with the shader ed. i couldnt find the yavin sky light emiting sky so i made one myself. look into the pk3 file and the shaders. its prety simple. but only skylight is not good since it produces hard shadows. use this ambient thing like me (70)...

Posted

like ya know,

 

have the sky shine light down onto the map, instead of having all these invididual lights. Have just one main light. If you're familiar with the Brazil renderer for 3d Studio Max, it's called Global Illumination. I'd like to know how to do it in Jedi Knight : Outcast maps. :bdroid1::fett:

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...