I need help for Et_dark skyshader


(--Phoenix--) #1

I guys!
I’m gonna relase the map et_dark but I found myself faced with a bad problem. I would use “fogvars” inside the sky shader, but as you can see in the picture I get this problem. How can I solve it? I would avoid using " _fog" in worldspawn because the end result is not nice!
This is the screenshot whit the problem:


This is the sky shader:
textures/et_dark_phx_b_2/sky_night
{
qer_editorimage textures/et_dark_phx_b_2/sky/sky_01
q3map_globaltexture
q3map_lightsubdivide 1024
q3map_sun 0.274632 0.274632 0.358662 22 325 28
q3map_surfacelight 20
skyparms - 200 -
surfaceparm nodlight
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
fogvars ( 0.09 .09 .13 ) 2600

{
	map textures/et_dark_phx_b_2/sky/sky_01.tga
	blendfunc GL_ONE GL_ONE
	tcMod scale 12.0 12.0
}

}

worldspawn:
_color 1 1 1
ambient 10
fogclip 2700
farplanedist 2700

Although i have a lot of experience to create maps to be honest it is the first time that I find myself having to create a sky shader from scratch and I have not much experience about it.
I hope anyone can help me!
Sorry my BAD English! :frowning:


(Smoke) #2

Did you try other shaders ?
Or did you try removing the fogclip or fareplanedistance in worldspawn ?


(webDogster) #3

Hey Phoenix we posted on Splatterladder and our own website and one of the guys from the Battalion 1944 website who signed up at our website suggested this :

My friend Nicadeamas and vecima at TYPE3 studios might be able to help him http://www.type3studios.com/forum2/

Here are their Steam Profile if he wants to add them to his friends list:
http://steamcommunity.com/profiles/76561197983680110
https://steamcommunity.com/id/vecima/

Hope it all works out
Rick


(twt_thunder) #4

in worldspawn, try:

“fogclip” “4096”
“_fog” “textures/radar/fog”


(--Phoenix--) #5

Thanks for your help friends but after a week of experiments i solved the problem. The problem was in the terrain shader. In fact, the densinty fog (fogvars) and lightmap(terrain shader) do not work together. I had to use vertexlight to the terrain shader and now it works fine! :slight_smile:


(Mateos) #6

Thank you for sharing the details :slight_smile:

If you could copy the terrain and the shader into separated files and upload them, it would be cool to mess with to check if there isn’t something to get both lightmapping and fog working together


(--Phoenix--) #7

This is the sky shader:
textures/et_dark_phx_b_2/sky_night
{
qer_editorimage textures/et_dark_phx_b_2/sky/et_dark_sky_editor
q3map_globaltexture
q3map_lightsubdivide 1024
q3map_sun 0.274632 0.274632 0.358662 22 325 28
q3map_surfacelight 10
skyparms textures/et_dark_phx_b_2/sky/env/dark_sky 200 -
surfaceparm nodlight
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
fogvars ( 0.09 .09 .13 ) 2400
}

…and this is part of terrain shader:

textures/phx_alpha/terrain_base
{
surfaceparm nolightmap
q3map_novertexshadows
q3map_forcesunlight

q3map_texturesize 512 512
q3map_tcGen ivector ( 512 0 0 ) ( 0 512 0 )
q3map_tcMod scale 2 2
q3map_tcMod rotate 37

surfaceparm grasssteps
surfaceparm landmine	

}

textures/phx_alpha/terrain_0
{
q3map_baseShader textures/phx_alpha/terrain_base

{
	map textures/temperate_sd/master_grass_dirt3.tga
	[B]rgbGen vertex[/B]   //<--------- sounds good!! ;)
}

}


(webDogster) #8

Very glad you got it sorted Phoenix came we expect a release any time soon as we would love to test it for you!?


(--Phoenix--) #9

The map will be relase soon… :wink: