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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
}
}
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
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.
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
}
}
Color is taken from the texture or from q3map_lightImage is one is given.
http://members.lycos.co.uk/quakeroats/q ... er_manual/
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.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
Clueless Newbie wrote:Yeah, I did that too.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
I think I'll go open som .pk3 files and see what their shaders look like.
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.
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