Takeoffyouhoser Posted August 24, 2002 Share Posted August 24, 2002 Just curious as to getting a sky shader to emit light. I am using ICE sky shader and everything comes up black. I added 4 light entites and it seems to light my terrain, but, ICE does not seem to do anything but emit a Hall of Mirrors effect. Do I have to edit the shader? Anyone know how I can fix this problem??? I don't want to switch Imperial Brewery to Imperial Malaria Farm ( swamp ) just yet.. any suggestions? Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 24, 2002 Author Share Posted August 24, 2002 noone knows this it all ??? Link to comment Share on other sites More sharing options...
idontlikegeorge Posted August 24, 2002 Share Posted August 24, 2002 change the sky texture to something else that works, for the moment Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 24, 2002 Share Posted August 24, 2002 Funny. I read Takeoffyouhoser's problem in the morning but I hadn't any ideas. In the afternoon one of my friend was here and played a map with the ice sky shader. Guess what? It made Hall of Mirror. Last week there was no problem. I think the reinstall of the whole JK2 and Editing tools is very verrrry near. Link to comment Share on other sites More sharing options...
Darth_Linux Posted August 25, 2002 Share Posted August 25, 2002 you make a sky emit light by adding the line: q3map_surfaceLight 200 right after the editor image line. 200 is pretty bright so you may want to tone it down a bit with a lower value. If your sky image has a lot of color, it will emit that color of light onto your textures. This may not be very desirable. If this is the case, use the sun parameter instead for a more natural light that can be directional, and differently colored than the sky color, like this: textures/dfskies/talay { qer_editorimage textures/dfskies/talay.jpg q3map_sun 0.9 0.81 0.92 150 0 45 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/dfskies/talay 512 - } HTH Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 25, 2002 Author Share Posted August 25, 2002 thanks Darth_Linux.... Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 25, 2002 Author Share Posted August 25, 2002 i edited the shader like you said.... here's what it looks like.. qer_editorimage textures/skies/sky.tga q3map_surfaceLight 25 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/ice 512 - } I just cut and pasted this fast... it looks proper in the shader list..lol.. But, my terrain is still dark and Its still only doing a HOM effect, although compiling it took 10 minutes about... I am going to try kejim_sky and see if that goes! Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 25, 2002 Author Share Posted August 25, 2002 I used Kejim_sky and added the line...and the light set at 50.. it worked well.. I think light at around 175 would be fine for what I want..I saw terrain lit, but only the mtn peaks... The big problem though is that ICE does not do anything but HOM. I want my map to be snowing, and I can't have lake effect snows with Kejim_sky , lol Hey Darth, I have some Quake 3 aftermarket skies.... you know how to set them up for JO ? Link to comment Share on other sites More sharing options...
Darth_Linux Posted August 25, 2002 Share Posted August 25, 2002 If you have HOM, then you have a mapping problem - you need to fix that first. Somewhere there is a brush that isn't right . . . if you don't like the way surface light looks, try using the "sun" parm instead. That makes more natural light, and you can make it directional and differently colored that the colors that are in ICE or whatever you use. Yes I can setup Q3 skyboxes too - what do you need to know? Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 25, 2002 Author Share Posted August 25, 2002 Well, how can I have a HOM with ICE, yet change the sky to Kejim, and it works fine? I downloaded a snowy set called ComaWhite from this website. http://amethyst7.gotdoofed.com/ I downloaded the JPG and the TGA files.... I jsut would like to know where I extract the files too, and what I need to do to get them working in JO Link to comment Share on other sites More sharing options...
Gonkish Posted August 26, 2002 Share Posted August 26, 2002 that depends.. if it's just the .jpg/.tga files, then you'll need to write up a shader file.. if it INCLUDES a shader file.. then you should simply be able to extract the files into their appropriate directories and add the shader to the shaderlist.txt.. then it should work.. Link to comment Share on other sites More sharing options...
Darth_Linux Posted August 26, 2002 Share Posted August 26, 2002 email me the .map file and I'll look at it myself and see what happens at compile time . . . darth_linux AT planetblood DOT com Link to comment Share on other sites More sharing options...
Catscratch Posted August 27, 2002 Share Posted August 27, 2002 textures/skies/kejim { qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks surfaceparm metalsteps notc q3map_nolightmap skyParms textures/skies/desert2 512 - } There's no kejim sky thou. It's desert2. Default assets00.pk3 has all the desert2 jpg files to display. textures/skies/ice { qer_editorimage textures/skies/sky.tga surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/skies/ice 512 - } look at the skyParms value. Isn't it interesting that none of the assets files contain any ice jpg files :? Link to comment Share on other sites More sharing options...
Darth_Linux Posted August 27, 2002 Share Posted August 27, 2002 he got the ice sky from the JO demo - lots of different resources in there that developers should use Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 27, 2002 Share Posted August 27, 2002 Catscratch: You are very right. I was wondering why ice gone wrong. Until now. As I think back... There was no problem with ice until I moved all the downloaded pk3s to another directory than base to see if one of my problems will go away or not. Actually it didn't. But I got something else. I would never think of that. Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 27, 2002 Author Share Posted August 27, 2002 SOoooo, I can now only use an aftermarket sky texture and shader like the one i downloaded, and follow Gonkish's instructions then, right ? Anyhow, why the hell do they have all these shaders and no sky textures to go wit them ? Are we supposed to use these shader but make our own textures? Link to comment Share on other sites More sharing options...
Catscratch Posted August 28, 2002 Share Posted August 28, 2002 How are the ICE shader's textures supposed to look like ? Any examples ? And I will start making some sky shaders Link to comment Share on other sites More sharing options...
Leslie Judge Posted August 29, 2002 Share Posted August 29, 2002 There are sky textures with ice. The problem was that it appeared in the skies texture set as a shader so I believed it is part of the game itself. It isn't. If you download the demo, there will be all the textures in the demo.pk3. You can extract them from it and pack with your level. Catscratch: there are snowy mountains. Link to comment Share on other sites More sharing options...
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