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Szico VII

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Posts posted by Szico VII

  1. Instead of whiteimage point the glow stage to a duplicate of your base texture, but modify it to highlight where you want the glow areas to be:

    And yes the first whiteimage line should point to your texture file, because as that shader stands the only thing the actual light texture is being used for is the editor, not ingame render

     

    Example (base image on left and glow image on right)

     

    Yy9xvXOl.jpg?1GInfm8ll.jpg?1

    Boothand likes this
  2. Not sure if you saw the settings I used in the spoiler on the previous page Master @@Szico VII.

    I do have most of those settings you mentioned, only lightmapscale on the complete map as I THINK i'll have more quality.

    And for the samples, I used 8 to exaggerate because it says 2 is good, 3 is great so 8 must be awesome :P

     

    But yesterday I also bumped on a thread where Obsidian said you don't really need lightmapfilterradius (which is the surfaceradius you mentioned?) if you have a value higher then 4 for the iterations on q3map_skylight. Maybe this is giving me too much blurred shadows.

    -samples 8 is a bad idea, it will make you quickly run into lightmap bug of death, especially with a global _lightmapscale

     

    Importantly, neither of these will improve the contrast of your shadows. Only changing the lighting itself or using -dirty or -gamma x will achieve that.

  3. External lightmap shaders only ever worked on patches for me - used on brushes it causes weird funky effects.

     

    If there's particular areas you want to improve the shadows, you can improve in several ways depending on lighting and structure.

     

    1) Use q3map_sunExt for your sun shader, this allows you to define the penumbra and level of blurring applied to shadow edges

    2) func_group and THEN use _lightmapscale on the func_group to improve quality without applying to the whole map

    3) samples 3 in light compile stage

    4) the -dirty switch on light stage will darken shadowed areas compared to lit areas. You could also try -gamma and a value

     

    Wouldnt bother with the surfaceradius and other sun fixes for q3map_sun, because q3map_sunext does all of these but better.

    Archangel35757 and DT. like this
  4. 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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