pizzaknymp Posted July 21, 2002 Posted July 21, 2002 Hello, how do I use the sky light? In a map? -pizzaknymp
DukeSkywalker Posted July 21, 2002 Posted July 21, 2002 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...
NITEMARE Posted July 21, 2002 Posted July 21, 2002 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)...
pizzaknymp Posted July 21, 2002 Author Posted July 21, 2002 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.
pakmannen Posted July 21, 2002 Posted July 21, 2002 just put a sky shader as a sky. and make sure it has the name x_light like: arturus_light platform_light
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