Light emitting surfaces not being lit themselves?


(G0-Gerbil) #1

I’m using the following shader code of mine for an ET map:

// Modified window to give out light
textures/mml_church/mml_church_window1_lit
{
	qer_editorimage textures/mml_church/mml_church_window1.tga
	q3map_surfaceLight 10000
	implicitmap textures/mml_church/mml_church_window1.tga
}

They give out light, but don’t receive it themselves. I seem to recall a ‘backsplash’ q3map command or something, but it wasn’t included in the shader help that comes with the ET radiant build. I can’t seem to find the latest version of the shader help online anywhere so am a bit stuck?

Having looked through the various other light emitting shaders though included in ET they don’t appear to need anything other than the surfacelight parameter - does this not work with implicitmaps then or something? All help welcome :slight_smile:


(ydnar) #2

Screenie?

y


(onu) #3

q3map_backsplash <percent> <distance>

http://shaderlab.com/q3map2/manual/
http://www.wfamaps.com/tuts/lightgels/lightgels.htm
http://shaderlab.com/q3map2/manual/drafts/q3map_.htm


(UniKorn) #4

Had the same problem, also the fact that it wasn’t being lit properly

textures/borg/unikornlight
{
qer_editorimage textures/DreadNought/set1light3.tga
q3map_surfacelight 6000
q3map_backsplash 0 0
q3map_lightsubdivide 64
surfaceparm nolightmap
{
map textures/dreadnought/set1light3.tga
}
}


(ydnar) #5

Add rgbGen vertex to the shader stage.

Also, light-emitting shaders with q3map_lightSubdivide will not have any backsplash (self-illuminating) light.

y


(Fracman) #6

Is your window simply black?
What about radiosity or bounce?
Would that not bring a little bit of light back to the window?
And what if you would add a glow shader stage with reduced intensity, perhaps even using an alpha map?
Then the window would shine itselft a bit…

Fracman


(G0-Gerbil) #7

I think basically the effect is too subtle, not that it’s not working.
I’m going to go with another texture layer pass of an additive texture to brighten up the area I want.

Cheers :slight_smile: