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Everything posted by Szico VII
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WzMap - The Enhanced Q3MAP2 alternative.
Szico VII replied to UniqueOne's topic in Star Wars: Warzone
I wonder if that lightmap compilation issue is fixed? (The one where if you had a lot of lighting and used complicated things like -samples 3 and low _lightmapscales the whole map would come out borked from a lighting view with odd shaders everywhere) -
Yes but only used shader lighting I meant I can make a small one quickly with entity lighting for a testbed https://www.youtube.com/watch?v=2f6YDYPkVHU The two statues at 1:00 (either side) and the big guy at 1:42 (in md3) And the angel things in the screenshot
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On the WIP shelf along with moonbase I needed a model (statue) to continue with the bioshock one and couldnt find an appropriate one alas
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WzMap - The Enhanced Q3MAP2 alternative.
Szico VII replied to UniqueOne's topic in Star Wars: Warzone
* Limits are much, much, higher. You can now make gigantic maps that are highly detailed at the same time Would you be able to elaborate? Might try this for compiling some of my WIPs -
IF you still need an appropriate map Xy, I can do one for you
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Resolution problem in Dark Forces (GOG)
Szico VII replied to GLTh3Pr0's topic in General Tech Support
I can confirm Dark XL is much better! -
Ah okay. Not a fan of the new theme....well, mostly that background image far too clashing
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I dont see a new theme>
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A whiole ago I was hoping someone could point me in the direction of getting q3map2 to work with MOHAA - ydnar stated on his website "in a whirlwind weekend at EA I added support for MOHBT" but Ive never figured out how to use q3map2 for MOHAA maps. - LINK: http://nonasthmatically2.rssing.com/chan-1130926/latest.php I also despised MOH radiant compared with GTK radiant lol
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@@Major_A YES. I tried to get bluicenightfall (i.e verschneit remake) into mohaa but didn't get far https://jkhub.org/files/file/1315-blueice-nightfall/#
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You could have an overlay texture as part of the shader with cull twosided and q3map_alphashadow, if youre not worried about extra rendering passes.
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- 33 comments
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You will need the shader name included in shaderlist.txt to make q3map2 process it properly.
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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)
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Is it actually on a patch mesh?
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I have really been trying to get around to it - as soon as I can, I will Moving water below https://www.youtube.com/watch?v=USoX7SHJZds&list=UUygvLoacwTW2DqhEpgSqFtQ
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https://www.youtube.com/watch?v=1i4sF32xMnE&list=UUygvLoacwTW2DqhEpgSqFtQ&index=4 How about this? - Benefit of that is its baseja no mods required
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Now we have Noesis utility, you can actually convert an ase to a useable ingame md3 if you need to!
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Yes changing the effect will likely change the visual origin of the effect, but I suspect damage is calculated hardcoded based on model tag e.t.c. Especially as there is no dmg or damage code in that .efx
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-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.
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Best way to create a dynamic light is with an effect file. You can use those infinitely and they are genuinely dynamic compared with the q3map2 light styles method, which is also more limited as you can only use 4 within one area
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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.
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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.