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Sidios

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Everything posted by Sidios

  1. 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.
  2. 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 - }
  3. 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?
  4. 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?
  5. 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
  6. 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.
  7. oh interesting, I didn't know that gtk was replaced by some other program
  8. 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.
  9. Okay, thanks for answer, looks like I'll have to fix those textures and paths manually one by one
  10. 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.
  11. 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.
  12. I did what you said and the diffuse texture is not transparent, shouldnt I add some qer_trans to the code?
  13. I will do as you say and test it later on.
  14. 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?
  15. 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
  16. 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?
  17. 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
  18. 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?
  19. 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
  20. Okay I'll implement it tomorrow.
  21. 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.
  22. 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.
  23. 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.
  24. No. I am trying it now, it will take a while.
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