I’ve been messing around with some of Q3map2 it’s new features to create some cool stuff. I’m using a skybox I downloaded from the Internet but it looked really plain so I decided to update it a bit.
The original shader was:
textures/harlequin_sky/jf-nebula_sky
{
qer_editorimage textures/harlequin_sky/nebula_qer1.tga
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nomarks
q3map_surfacelight 50
q3map_sun 1 .98 .9 100 0 90
skyparms textures/harlequin_sky/env/nebular - -
}
The new shader is:
textures/inf_sky_nebula/nebula_qer1
{
qer_editorimage textures/inf_sky_nebula/nebula_qer1.tga
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nomarks
q3map_sunExt 1 1 1 200 0 20 2 12
q3map_skyLight 100 8
skyparms textures/inf_sky_nebula/env/nebular - -
}
Now I’ve made a little test map to see how the shadows would look like ingame. They look good on the ground floor, but when a shadow hits another object it looks disorted in some places while the rest looks good. Here’s a little example shot.
My questions:
What causes that ?
How do I fix it ?
Also, while making the example shot I noticed that I had some warnings in the console. I have no idea what it means though. Any thoughts would be appreciated. Here’s the log:
WARNING: reused image textures/inf_sky_nebula/env/nebular_rt.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/inf_sky_nebula/env/nebular_bk.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/inf_sky_nebula/env/nebular_lf.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/inf_sky_nebula/env/nebular_ft.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/inf_sky_nebula/env/nebular_up.tga with mixed
glWrapClampMode parm
WARNING: reused image textures/inf_sky_nebula/env/nebular_dn.tga with mixed
glWrapClampMode parm
Thanks




