Jump to content

Home

Sky.Shader


DX_Nadun_Hagar

Recommended Posts

Ok, im trying to add a custom sky to my map. I know that this line of code has to go in there somplace:

 

textures/YOURMAP/YOURSKYNAME

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

notc

q3map_nolightmap

skyParms textures/YOURMAP/YOURSKY 512 -

}

 

What do i change to make this emit light all around? Do i have to make a new shader file or can i just add it in the Skies.Shader file? btw. every time i open up ShaderEd it locks up on me and i cant use it. So i opend up the shader with word pad. Could i just edit it through there?? like just stick it in here:

 

// skyparms work like this:

 

// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

 

// color will be normalized, so it doesn't matter what range you use

 

// intensity falls off with angle but not distance 100 is a fairly bright sun

 

// degree of 0 = from the east, 90 = north, etc. altitude of 0 = sunrise/set, 90 = noon

 

textures/skies/normallight

{

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 75

q3map_lightsubdivide 512

sun 0.75 0.79 1 250 0 65

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

q3map_nolightmap

skyParms textures/skies/nebula2 512 -

}

 

textures/skies/ships

{

qer_editorimage textures/skies/sky.tga

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

q3map_nolightmap

skyParms textures/skies/nebula2 512 -

}

 

textures/skies/bluelight

{

lightcolor ( 0 0 1 )

qer_editorimage textures/skies/sky.tga

q3map_surfacelight 35

sun 0.75 0.79 1 130 0 40

surfaceparm sky

surfaceparm noimpact

surfaceparm nomarks

q3map_nolightmap

skyParms textures/skies/nebula2 512 -

 

Thanx alot if you can help.

 

-=nadun=-

Link to comment
Share on other sites

You have to put in q3map_sun (it is listed as sun but I guess that works with sof2map only) to have sunlight :) and q3map_surfacelight or q3map_skylight (for q3map2 only) to make the sky emit light.

 

The q3map_surfacelight works with q3map2 too but the q3map_skylight makes better results.

 

Quick reference:

 

q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

q3map_surfacelight <intensity>

q3map_skylight <intensity> <iteration>

 

 

To answer your second question: it is definetely better if you put your own shaders into a separate .shader file.

Link to comment
Share on other sites

I'm sorry, but none of this makes sense to me. I wouldn't be so bold as to demand an explanation from you on the spot, but maybe you can point me in the direction of a better learning resource than id's q3 shader manual? That document lost me pretty early on...

Link to comment
Share on other sites

Wow that wokred perfect. Got my sky going now :) Havent added the code to make it emit light yet but in time. But ive come across somthing thats very odd. It has nothing to do with the sky but i figured theres no point in posting a whole new thread for this silly question. Around my window frames there seems to be missing textures as if i had just left the brush caulk, but its not in the editor.?? i dont get it.

 

 

 

shot0278.jpg

shot0279.jpg

 

thanx

-=nadun=-

Link to comment
Share on other sites

First try retexture them.

 

If that doesn't help try remake the brushes. Or, if you have one good brush copy and mirror it if necessary in the case you don't want to rebuild the deleted brushes.

 

If that doesn't help and you are using q3map2, read this: http://www.splashdamage.com/forums/viewtopic.php?t=712. The version you can't read is q3map2 2.3.38. I doubt that your problem is similar to the one in this thread but who knows? :)

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...