AradorasXeon Posted July 4, 2013 Share Posted July 4, 2013 I wonder if there's a way to skip some special curves out of light processing? (my fountain looks terrible after light procces) Link to comment
ChalklYne Posted July 4, 2013 Share Posted July 4, 2013 I think maybe you posted this in the wrong section. Unless it somehow pertains to my map because I have no idea what you're referring to.But the answer to your question is a bit over my head sorry man Link to comment
eezstreet Posted July 5, 2013 Share Posted July 5, 2013 Two options:1. Use a func_group for the bits of water which you don't want light, and in the func_group, add these keywords: _cs: 3_rs: 3 The water should no longer cast or receive shadows. 2. Create a new shader for the water using all the standard properties and add the following keywords:nolightmapnodlight AradorasXeon likes this Link to comment
ChalklYne Posted July 5, 2013 Share Posted July 5, 2013 Damn. Lol.Some of you guys should keep tally on how many people you've helped... I am going to try and get this thread moved now that it has ran it's course. Link to comment
AradorasXeon Posted July 7, 2013 Author Share Posted July 7, 2013 Two options:1. Use a func_group for the bits of water which you don't want light, and in the func_group, add these keywords: _cs: 3_rs: 3 The water should no longer cast or receive shadows. 2. Create a new shader for the water using all the standard properties and add the following keywords:nolightmapnodlightUhm tahnk you. I still have problem, but probably my fault, thought it was light process, but it looks like a vis process roblem. Normaly I'd just make it detail, but I can't do that with curves :/ Link to comment
eezstreet Posted July 8, 2013 Share Posted July 8, 2013 Yes you can. Use the hotkey for it or use the detail keyword in the shader. Link to comment
Xycaleth Posted July 8, 2013 Share Posted July 8, 2013 No, patches cannot be made detail brushes. As the name says, a detail brush is a *brush*. However patches don't create splits anyway. Adding the detail keyword to the shader doesn't make a surface a detail brush either - it simply adds detailed shading (you see more detail the closer you are to the surface). Link to comment
AradorasXeon Posted July 9, 2013 Author Share Posted July 9, 2013 Okay I made two sreenshots about the problem: This is with bps and vis process. This is with -light process, I may lighten it up later, but I think you see my point and the problem. Link to comment
Szico VII Posted July 13, 2013 Share Posted July 13, 2013 Its q3map_nolightmap in the very first stage of your shader (not just nolightmap) Posting the shader would be hepful! Link to comment
AradorasXeon Posted July 14, 2013 Author Share Posted July 14, 2013 Its q3map_nolightmap in the very first stage of your shader (not just nolightmap) Posting the shader would be hepful! It's the default:common/water2_waterfall_Tutorial I am not good with making textures, that's why I use default ones. (and I have no idea how to do them) Link to comment
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