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Wed May 23, 2007 10:06 pm
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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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Wed May 23, 2007 10:34 pm
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Add this to your shader: q3map_surfacelight [number]
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Revenant
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Wed May 23, 2007 10:39 pm
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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
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?
<Samua>Lies, that only applies to other people.
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tZork
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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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Clueless Newbie
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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?
<Samua>Lies, that only applies to other people.
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tZork
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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)?
Thanks. I'll check it out.
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Mac OS X 10.6.2
nvidia GeForce 8800 GT
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Clueless Newbie
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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?
<Samua>Lies, that only applies to other people.
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tZork
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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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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?
<Samua>Lies, that only applies to other people.
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tZork
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- Posts: 1337
- Joined: Tue Feb 28, 2006 6:16 pm
- Location: Halfway to somwhere else
Thu May 24, 2007 11:12 pm
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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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