How to control the light coming from a skybox?

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How to control the light coming from a skybox?

Postby Rad Ished » Mon Jan 21, 2008 2:05 pm

I want to make the sun come from a particular direction to simulate it setting.
Do I do this in the skybox shader?
Or should i just turn off the light coming from the skybox and use sun lights instead?
I don't like this idea because it's then difficult to give even light to the whole map.
Maybe i should just turn down the skybox light then put in a sun.
Am i correct in thinking that sun entity lights are just point lights without a source or something different?

This is the shader script I'm currently using:
textures/interchange/sky
{
qer_editorimage textures/interchange/sunset.jpg
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nomarks

q3map_backSplash 0 0
q3map_surfacelight 50 (what does this mean?)
q3map_sunExt 0.7 1 1 250 0 90 15 32 (and these numbers?)

skyparms env/sunset/sunset - -
}

I do remember seeing in a script the definition of what all the variables do. But I can't find it anymore nor on the net either.
Any help appreciated.
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Postby Morphed » Sat Jan 26, 2008 9:29 am

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Postby TVR » Sat Jan 26, 2008 4:39 pm

q3map_surfacelight defines the brightness of the emitted light.
q3map_sunExt blurs the light map.

A sun entity is a point light with infinite range & no fall-off, it will illuminate anything visible to it with the specified brightness.

By personal preference, I recommend using [multiple] entity sun[s] combined with radiosity, because it is much more easier to manipulate, but only accurate if the entity sun is far far away from the map.
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Postby Morphed » Sat Jan 26, 2008 5:02 pm

q3map_surfacelight (use q3map_skylight instead, its better, faster, cooler ;) ) its fill lighting, i think its emited from whole skybox surface

q3map_sunExt is point light TVR is talking about
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Postby Strahlemann » Sat Jan 26, 2008 5:22 pm

You can get a very well written explanation in Appendix I in the shader manual (Morphed's link) or use this direct one:
http://pumpkin.game-server.cc/q3map2/sh ... l/apI.html

If you want additional bright light sources from your skybox, you can use the _sun key on a spotlight
Code: Select all
_sun : Set this key to 1 on a spotlight to make an infinite sun light.

I used this technique for farewell (faking blue light from the hemisphere) and spacecross (light emmitted from the vortex). Feel free to take a look.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Urbanshenkie » Tue Feb 05, 2008 1:01 am

im also trying to emit some light from textures , but does it work on jpg or only tga ?
or both , did some hammer with rad , so dunno if this works
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Postby tZork » Tue Feb 05, 2008 9:56 am

Urbanshenkie wrote:im also trying to emit some light from textures , but does it work on jpg or only tga ?
or both , did some hammer with rad , so dunno if this works


shaderlist.txt wants YOUR SHADER for the shader army.
list your shaderfile's name there as soon as it does anythign that affects compile, like light.
HOF:
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<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.
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Postby Urbanshenkie » Tue Feb 05, 2008 4:26 pm

Yeh I know , :) i was asuming that when i ajusted the shader file on the fly without compiling that it workt because the transparent thingy did . and after a while i saw that ithe lighs need to be compiled before they work
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