CaptainChar Posted October 19, 2012 Share Posted October 19, 2012 im looking for something that explains better then richdiesel's tutorials, (as the sample images for the lesson are missing) for a light emmiting sun or moon, perferably one with images, sue me, i cant follow a wall of text anyone who can help me with this will get the credit for their help on this map Link to comment
CaptainChar Posted October 19, 2012 Author Share Posted October 19, 2012 I understand that, but my main issue is finding out in the shader, where the postion of the sun/moon is Link to comment
eezstreet Posted October 19, 2012 Share Posted October 19, 2012 The degrees part and elevation (afaik) are intertwined. If you give it a degree measurement, it will go towards that measurement from the map center (I'm assuming) in the degree area specified, at a distance of what is specified.EDIT: or i could be totally backwards. Link to comment
CaptainChar Posted October 19, 2012 Author Share Posted October 19, 2012 I knew I should have paid more attention in mapping class >.< well at least to Darth Zion, my teacher Link to comment
CaptainChar Posted October 19, 2012 Author Share Posted October 19, 2012 so its the same as when I place an Origin on say a rotation gear, cept in this case, that "origin" is the sun or moon in this case? Link to comment
CaptainChar Posted October 19, 2012 Author Share Posted October 19, 2012 another question, will it work with an animated skybox? textures/skies/graveyard{qer_editorimage textures/skies/skysurfaceparm skysurfaceparm noimpactsurfaceparm nomarksnotcq3map_nolightmapskyParms textures/skies/graveyard 512 -{map textures/skies/cloudlayer4blendFunc GL_DST_COLOR GL_SRC_ALPHArgbGen const ( 0.298039 0.294117 0.274509 )tcMod scroll 0 0.03tcMod scale 1 1}} Link to comment
Szico VII Posted October 22, 2012 Share Posted October 22, 2012 Dont use that - always use q3map_sunExt (has MUCH better lighting results) ---> See examples HERE q3map_sunExt red green blue intensity degrees elevation deviance samples Works like q3map_sun with the addition of two new parameters to create "light jittering" for penumbra (half-shadow) effects. This gives you much more realistic shadows from the sun, especially when trying to simulate a cloudy day or a wide sun. The penumbra effect can also be applied to entity lights (point, spot or sun) with the _deviance N (distance in world units for point/spot lights and degrees for suns) and _samples N (number of samples) key/value pairs. deviance : The number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real sun has a solid angle of about half a degree. samples : The number of random jitters distributed over the solid arc (~16). CaptainChar likes this Link to comment
CaptainChar Posted October 30, 2012 Author Share Posted October 30, 2012 this help is mostly going to be used firstly to fix my Haunted Graveyard map, then any other outdoor maps following this.Im just trying to get the basic understanding of this shader, so I can make the light souce better in my maps, indoor maps are getting better, but can still use lighting improvements as well I ge tthe feeling im going to be redoing the Map's sky shader entirely Link to comment
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