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Multiple Suns / Skies


Go to solution Solved by Szico VII,

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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! 

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  • Solution

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
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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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