Key Posted August 31, 2014 Posted August 31, 2014 I'm making a map that uses 3 different sky shaders. Think of them each as different zones with their own separate sky, which are completely sealed off from one another. The problem I'm having is that in each zone, you can visibly see the light cast by the other, secluded, zones. Is it possible to encapsulate the light so that they don't escape outside of their little "boxes"? I'm imagining I have my shaders wrong, but I can't seem to find a good example that'll help me understand what I'm doing wrong. If this doesn't make sense - imagine it like there are two rooms ( A & B ) which are completely closed off, miles away from each other in GTK Radiant. They're both surrounded entirely by the void. However, in Room A, it's not only lit by its own sky shader but Room B's as well - even though they're entirely separate. Current sky shaders: // Hoth Sky textures/krrealm/hothsky { qer_editorimage textures/skies/sky q3map_sun 0.58 0.58 .71 350 00 90 q3map_lightRGB 0.58 0.58 .71 q3map_skylight 350 5 surfaceparm sky surfaceparm nomarks surfaceparm noimpact surfaceparm nodlight q3map_lightmapFilterRadius 0 8 notc q3map_nolightmap skyParms textures/krrealm/hothsky 1024 - } // Desert Sky textures/krrealm/desertsky { qer_editorimage textures/skies/sky q3map_sun 1.000000 0.588235 .223529 350 -90 30 q3map_lightRGB 1.000000 0.588235 .223529 q3map_skylight 315 5 surfaceparm sky surfaceparm nomarks surfaceparm noimpact surfaceparm nodlight q3map_lightmapFilterRadius 0 8 notc q3map_nolightmap skyParms textures/krrealm/desertsky 1024 - } // Space Sky textures/krrealm/spacesky { qer_editorimage textures/skies/sky q3map_sun 1.000000 1.000000 1.000000 350 90 90 q3map_lightRGB 1.000000 1.000000 1.000000 q3map_skylight 200 5 surfaceparm nomarks surfaceparm sky surfaceparm noimpact surfaceparm nodlight q3map_lightmapFilterRadius 0 8 notc q3map_nolightmap skyParms textures/krrealm/spacesky 1024 - } Thanks!
Solution Szico VII Posted September 1, 2014 Solution Posted September 1, 2014 Unfortunately, as far as I know, any shader lighting applied to a sky shader will be applied to all sky shaders in your map, even if its a different sky shader. They work cumulatively too, so having a sky light on each sky shader just "adds" together, regardless of whether that particular shader is in a given area. Key likes this
Key Posted September 2, 2014 Author Posted September 2, 2014 Unfortunately, as far as I know, any shader lighting applied to a sky shader will be applied to all sky shaders in your map, even if its a different sky shader. They work cumulatively too, so having a sky light on each sky shader just "adds" together, regardless of whether that particular shader is in a given area. Alright, thanks for the information. Originally I had no idea that'd happen. I guess my solution would be to strategically use light entities across the map. It was actually something I used to do when I first started mapping (not knowing I could create light-emitting sky shaders) so I'm not a stranger to this method lol...
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