Distributed light source? How?

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Distributed light source? How?

Postby Clueless Newbie » Wed May 23, 2007 10:06 pm

I'm making a map where large parts of the ceiling are light sources - windows or flourescents. Is there a way to create an even distribution of light from these surfaces or do I do this by spreading a large number of weak lights along this surface?
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Postby Revenant » Wed May 23, 2007 10:34 pm

Add this to your shader: q3map_surfacelight [number]
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Postby tZork » Wed May 23, 2007 10:39 pm

You need to write a shader for your testure for that to work. something like:
Code: Select all
textures/yourfolder/yourtexture
{
   qer_editorimage textures/yourfolder/yourtexture.tga
   q3map_lightsubdivide 8
   q3map_surfacelight 1500

   {
      map textures/yourfolder/yourtexture.tga
   }

   {
      blendfunc filter
      map $lightmap
      rgbGen identity
      tcGen lightmap
   }
}


save that as data/scripts/yourmap.shader and add a line with "yourmap.shader" at the end of data/scripts/shaderlist.txt
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<Diablo> quake1 never had a weapon like that.
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Postby Clueless Newbie » Thu May 24, 2007 2:57 pm

tZork wrote:You need to write a shader for your testure for that to work. something like:
Code: Select all
textures/yourfolder/yourtexture
{
   qer_editorimage textures/yourfolder/yourtexture.tga
   q3map_lightsubdivide 8
   q3map_surfacelight 1500

   {
      map textures/yourfolder/yourtexture.tga
   }

   {
      blendfunc filter
      map $lightmap
      rgbGen identity
      tcGen lightmap
   }
}


save that as data/scripts/yourmap.shader and add a line with "yourmap.shader" at the end of data/scripts/shaderlist.txt

Ok. "surfacelight" is the strength of the light, yes? How do I set the colour?
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Postby tZork » Thu May 24, 2007 6:30 pm

surfacelight is the strenght.. sorta. the lightsubdivide param is important too.
q3map2 creates q3map_surfacelight strong lights on the surfance on a imaginary grid every q3map_lightsubdivide unit

So for a smooth result use small calues for both. The smaller the grid the more lights and the longer the compiletime.

Color is taken from the texture or from q3map_lightImage is one is given.

http://members.lycos.co.uk/quakeroats/q ... er_manual/
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Clueless Newbie » Thu May 24, 2007 7:50 pm

tZork wrote:surfacelight is the strenght.. sorta. the lightsubdivide param is important too.
q3map2 creates q3map_surfacelight strong lights on the surfance on a imaginary grid every q3map_lightsubdivide unit

So for a smooth result use small calues for both. The smaller the grid the more lights and the longer the compiletime.

Hmm.. ok.

I put a file called "bevelpit.shader" in scripts/. The file is like this:

Code: Select all
textures/bevelpit/windowb
{
   qer_editorimage textures/bevelpit/windowb.jpg
   q3map_lightsubdivide 8
   q3map_surfacelight 1500

   {
      map textures/bevelpit/windowb.jpg
   }

   {
      blendfunc filter
      map $lightmap
      rgbGen identity
      tcGen lightmap
   }
}


But it doesn't seem to have any effect. Do you see any obvious errors here?

Is it case sensitive (title and / content)?

Color is taken from the texture or from q3map_lightImage is one is given.

http://members.lycos.co.uk/quakeroats/q ... er_manual/

Thanks. I'll check it out.
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Postby tZork » Thu May 24, 2007 7:55 pm

Looks right.. and just to make sure:
tZork wrote:save that as data/scripts/yourmap.shader and add a line with "yourmap.shader" at the end of data/scripts/shaderlist.txt
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Clueless Newbie » Thu May 24, 2007 8:49 pm

tZork wrote:Looks right.. and just to make sure:
tZork wrote:save that as data/scripts/yourmap.shader and add a line with "yourmap.shader" at the end of data/scripts/shaderlist.txt
Yeah, I did that too.

I think I'll go open som .pk3 files and see what their shaders look like.
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Postby tZork » Thu May 24, 2007 9:29 pm

Clueless Newbie wrote:
tZork wrote:Looks right.. and just to make sure:
tZork wrote:save that as data/scripts/yourmap.shader and add a line with "yourmap.shader" at the end of data/scripts/shaderlist.txt
Yeah, I did that too.

I think I'll go open som .pk3 files and see what their shaders look like.


Dammit i must have been a bit outa whack there. You should add "yourmap" to shaderlist.txt without .shader.. sorry abt that one.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Clueless Newbie » Thu May 24, 2007 11:12 pm

tZork wrote:Dammit i must have been a bit outa whack there. You should add "yourmap" to shaderlist.txt without .shader.. sorry abt that one.

Ok. Fixed that. Still doesn't work though.

Just to clarify: What I'm trying to do is use a texture as a light source - not add glowmaps (cuz I already have those, and they work).
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