MightyMidget Posted August 20, 2003 Share Posted August 20, 2003 I did the one at rich deisels and i know how to use radial and spot lights now, but are there any other kinds of lights to use? How about a 'sun' light a light you can apply to a sky box that makes it light up your level as the sun would? Link to comment Share on other sites More sharing options...
Shotokan Posted August 20, 2003 Share Posted August 20, 2003 Well you could add a light command thing to your skybox (I'm sorry, but you gotta ask rgoer about those). I'm not very good with skyboxes and shaders though, sorry. It is possible though. I'm pretty sure... Link to comment Share on other sites More sharing options...
Shadyz Posted August 21, 2003 Share Posted August 21, 2003 I also need this for my custom skybox. Link to comment Share on other sites More sharing options...
wedge2211 Posted August 21, 2003 Share Posted August 21, 2003 Excerpt from my Terragen Custom Skies Tutorial (check JK2Review/tutorials or my site for the full text): If you want your sky to emit light, this is what you need: textures/yourmap/sky_light { qer_editorimage textures/skies/sky.tga q3map_skylight <amount> <iterations> q3map_sun <R> <G> <B> <light> <heading> <elevation> surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/yourmap/yoursky 512 - } The skylight command tells the game that your sky emits light. Replace <amount> with the amount of light (100 is fairly bright), and make <iterations> about 3-4. Note that q3map_skylight only works with the q3map2 compiler, if you are using SOF2MAP, you must use q3map_surfacelight <amount>. q3map_sun controls the sun that emits light in game. Enter the color of the sunlight in RGB normalized values (they range from 0 to 1), and input the light strength (100 is fairly bright), heading of the sunlight in degrees, and the elevation in degrees (0 is sunrise/set, 90 is noon). Edit: You can also write your own light-emitting shaders. To make a shader emit light, just add the line "surfacelight <amount>" to the code. You'll have to play with <amount> to get it right (it's a numeric value, think of it as the shader's light key). Link to comment Share on other sites More sharing options...
Shadyz Posted August 21, 2003 Share Posted August 21, 2003 Thanks alot that worked! Link to comment Share on other sites More sharing options...
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