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Everything posted by Sidios
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I have also found out that newer q3map2 uses q3map_skylight instead of q3map_lightsubdivide and q3map_surfacelight . Thus I also tried sky shader that I found on the internet: textures/cinemasky/sky { skyparms textures/cinemasky/sky6 4096 - q3map_lightImage textures/cinemasky/sky6 q3map_sunExt 1 1 1 140 -35 25 3 32 q3map_lightmapFilterRadius 0 8 q3map_skylight 100 6 surfaceparm sky surfaceparm noimpact surfaceparm nolightmap surfaceparm nodlight nopicmip nomipmaps qer_editorimage textures/cinemasky/sky6 } } It also didn't have any effect on the map itself.
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As for the light/lamp: textures/cinema2/justlight { qer_editorimage textures/cinema2/justlight q3map_surfacelight 500 q3map_lightsubdivide 64 { map $lightmap } { map textures/cinema2/justlight blendFunc GL_DST_COLOR GL_ZERO } { map textures/cinema2/justlightglow blendFunc GL_ONE GL_ONE glow rgbGen identity } } As for the skybox: textures/cinemasky/sky { q3map_lightimage textures/colors/white qer_editorimage textures/cinemasky/sky6 q3map_surfacelight 100 q3map_lightsubdivide 512 sun 0.75 0.79 1 250 270 40 surfaceparm sky surfaceparm noimpact surfaceparm nomarks notc q3map_nolightmap skyParms textures/cinemasky/sky6 4096 - }
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Hello, I am once again asking for help, this time with surface lights. I have this wierd problem where emissive textures don't emit light on a surface next to it, neither does the sun of the skybox. No matter what parrameters I put in the shader it just doesn't want to emit light on a surface. I made a map a few years ago, used the same textures and the same shader, it just to emit light on old map, now it doesn't. Any ideas how to fix this problem?
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Well I am looking for a skybox with overcast/scattered clouds, possibly with moon, late evening or night time. I have heard that you can use these programs to do that but where do I get the texture/photo from? Is it enough to just put 360 picture into terragen for example and will it work just fine? or do I have to do any extra steps?
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Thanks for answer, as I've said earlier I actually want to create new skybox cubemap as none of existing skyboxes fits my likings. I know how to apply skybox texture itself but I don't know where to get "new" ones or create one.. I know many map creators create their own skyboxes... somehow, thus I want to know
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Hello, I am working on a new map and I came to a point in which I want to apply a skybox. There are many tutorials on how to create script and so on but I have no idea where to take the texture from. Do map creators make these textures themselves? or is there some kind of library where I can find some skybox? How do I create it? Please help.
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oh interesting, I didn't know that gtk was replaced by some other program
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Hello, after years of failures with recovering my old map, I've decided to create a new one however I forgot plenty of things when it comes to map making. I've got a few questions: 1. How to add sound to an object or ambient sound? 2. Is there a way to access some base game .maps to see how they are build? 3. Is converting 3d models from other programs to gtkradiant difficult? If I come up with more questions I will post them here, I just need some general help. Thanks in advance.
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Okay, thanks for answer, looks like I'll have to fix those textures and paths manually one by one
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Hi. Some time ago I've been working on a map, it took me a lot of time. Everything was going great. I couldn't finish it because my old hdd disc had crashed and I lost all files. Now I only have map.pk3 file that I sent to my friend for map testing purposes. Is there a way to bring it/convert it back to gtk radiant with all textures placed properly and no bugs? Or anything close to that? Thanks in advance.
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It worked. Thanks for help
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It look like this: https://imgur.com/a/cUaWV It's .PNG Didnt know it has to be 32 bit tho. Glow texture looks similar, just lights are more bright.
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I did what you said and the diffuse texture is not transparent, shouldnt I add some qer_trans to the code?
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I will do as you say and test it later on.
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Do I have to paint glow on purple and black texture? or it may be the same texture with alpha channel on it and more "bright" parts?
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Well lets say it's some kind of city. I want to put it in background to make fake perspective and make map feel more spacious. I wanted it to give some glow and it's not fully transparent, only small part at the top is transparent. I dont want that texture to be affected by map light. Texture itself looks like this: https://imgur.com/yOH4JBY 512x128
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Hi, I've been recently working on some map, I wanted to add some texture that is transparent and it's glowing at the same time. What kind of shader do I need for that?
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Okey guys. I'am happy to say that lights finally work properly http://imgur.com/a/rrwlH http://imgur.com/a/KWyck Making some brushes detailed and closing map in small box fixed the problem. Thanks you guys for help
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That pillar is a brush turned into a cilinder with 12 or 16 faces. I made these boxes by following red line (leaks indicator) and finding the source of leak, that is how I actually sealed it. They are not just randomly made if that is the case. Soo how do I do non-essential brushes detail?
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Hey, I changed my skybox so it look like this right now: http://imgur.com/a/v3mYZ but now I got some leaks in places like this one: http://imgur.com/a/C27Sr how am I supposed to get rid of it? Will it be ok if I close it in big boxes like this?: http://imgur.com/a/VDFX7 or should I use other mehtod? *UPDATE I've finished closing map, it looks like this right now: http://imgur.com/a/UXStQ No more entity leaks and compiling time improved. I'am now reciving some error at the end: http://imgur.com/a/mfmye
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Okay I'll implement it tomorrow.
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Yea sure, no problem. Well ye I will not lie I am not pro at doing it yet so it is kinda messy, I'll try to find these walls going throught others and fix them, it will take a while tho. Whenever some walls went through each other I used substract to replace them. And skybox is kinda big because I had some further plans for it.
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Yes it was bright from the begining, I thought it's normal since I never made any map before. I just did that and it didn't change anything. I noticed that third window didn't show up.
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The whole map is bright, I checked some brushes and none of them has _lightmapscale. Is that bad? Actually it was all bright even before I made those rooms.
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No. I am trying it now, it will take a while.