hello*nasty Posted February 3, 2003 Share Posted February 3, 2003 Ok my new map uses the bespin sky map, it creates a very bright ambient light in my level, I have changed it to the more appropiate yavin sky, but this has no light how can i change what color/brightness my skybox emmits? Link to comment Share on other sites More sharing options...
wedge2211 Posted February 3, 2003 Share Posted February 3, 2003 You have to edit the shader code. Here is the code for the skybox I used in "City of the Ancients:" textures/city/oceansky_light { qer_editorimage textures/skies/sky.tga q3map_skylight 75 3 q3map_sun 1 1 1 200 30 65 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/city/oceansky 512 - } Okay, see the "skylight" and "sun" lines? Those control the sunlight that your skybox emits. q3map_skylight 75 3 This means to make a sun light with brightness 75 and calculate 3 bounces (correct me if I'm wrong, Leslie ) q3map_sun 1 1 1 200 30 65 Okay, let me rewirte that line a little: q3map_sun R G B LIGHT ANGLE ELEVATION R, G, and B are the colors of your sunlight. RGB values go from 0 0 0 (black) to 1 1 1 (white). LIGHT is the amount of light your sun gives off. ANGLE is the angle of your sun in the sky (compass direction) and ELEVATION is the angle your sun makes with the horizon (0 is sunrise/set, 90 is noon). Link to comment Share on other sites More sharing options...
hello*nasty Posted February 3, 2003 Author Share Posted February 3, 2003 kthx Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 3, 2003 Share Posted February 3, 2003 Originally posted by wedge2211 q3map_skylight 75 3 This means to make a sun light with brightness 75 and calculate 3 bounces (correct me if I'm wrong, Leslie ) Yes you are. As I was when I was talking about this. Since that ydnar explained that. So: q3map_skylight <brightness> <iteration> Brightness is obvious. Iteration says how much light source to create to simulate the light from sky (not sun lights but something like that) which comes from everywhere. Iteration is not the exact number of light sources. For example the value 1 produces 4 light sources and 8 produces around 350. So don't overdo this. 1 is good for test compiles and ydnar says 3 or 4 for finals. I tried 8 once and it took 10+ hour to make the lighting. With 1 it takes only 5 minutes. Oh, and keep in mind that q3map_skylight works only with q3map2 compiler not with sof2map. With sof2map use q3map_surfacelight <brightness> to emit light and q3map_lightsubdivide <distance between light sources(?)> to make it smoother. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 3, 2003 Share Posted February 3, 2003 Aha. Okay, then, what he said. Thanks for picking that up! Link to comment Share on other sites More sharing options...
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