Light shadow issues


(caelumstarson) #1

Here’s a screen of the area of the map that’s having some issues. I think i could solve the problem by taking the right sky out or would i be able to take the “light” off of it? I like the way the light looks on the left part of it, would i be able to do this with the whole map?

Also with the back part between the two walls what should i do with that? I thought about just making it like a path that “winds” away but i’m not sure how to approach that.


(Flippy) #2

why does everyone use the /screenshot option in ET… it sucks… printscreen ftw :smiley:

i can’t really see anything on the picture even when i brighten up my screen…


(caelumstarson) #3

i’ll fix it…lol


(caelumstarson) #4


(caelumstarson) #5

Better?


(Flippy) #6

are you playing in 320 * 230 or something? :stuck_out_tongue: now your picture is way too small:P

anyway… i dont see anything wrong, but i dont know what its supposed to be so im probably missing something


(caelumstarson) #7

sigh ill make it bigger :stuck_out_tongue:


(caelumstarson) #8

The back wall shadows don’t “agree” with eachother. Also the shadow on the ground shows like pixels of the wall not a smooth one. What i want to “try” and do is get the light on the left to be on the right, ground and back section. And i’m looking for help on how to do this. Also the right side shadow shows off more of a jagged look then the left which looks fine.


(Flippy) #9

ehmmm so you want your light source to come from a different spot? if your using a sky shader you have to change something in the shader i think (dont ask me what i dont know)… if your using a light entity just move it? :stuck_out_tongue:


(caelumstarson) #10

Its a sky shader


(caelumstarson) #11

I found the shader script for the sky i have. Anyone know how i cna change it to get teh light (on the left) to be evrywhere?

textures/skies/sky_goldrush
{
qer_editorimage textures/skies/sky_8.tga
q3map_globaltexture
q3map_lightimage textures/skies/n_blue2.tga
q3map_lightsubdivide 512
q3map_sun 0.3 0.3 0.45 30 35 45
q3map_surfacelight 27
nocompress
skyparms - 200 -
sunshader sun
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
{
map textures/skies/nightsky1.tga
tcMod scale 16.0 16.0
}
{
map textures/skies/vil_clouds1.tga
blendfunc blend
tcMod scroll 0.001 0.00
tcMod scale 2 1
}
}


(Flippy) #12

its probably in the “q3map_sun” options, but i don’t know which one…

but now you want the sun to be EVERYWHERE? then you dont have any shadows left… you can do this by simply adding “ambient 15” or 16 or whatever in worldspawn (or _minlight and some other things aswell im not sure…)


(DAbell) #13

Hey

Flippy is right to alter how the light from your sky shader appears is controlled by the q3map_sun keyword.

q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>

As you can see the first 3 digits are the colour of the light.

The next is how bright the sun will appear (though it doesn’t change the appearance of the sunshader)

The degrees is the position of the sun in the sky (A setting of 0 degrees equals east. 90 is north, 180 is west and 270 is south.)

The elevation is how high the sun is from the horizon.

As you can see from your shader your value for the intesity is very low try increasing it to around 150 - 200 ish, just try experimenting tweaking those values until you get the desired effect.

The q3map_sun is a point light source like a torch beam so anything that is in shadow will be dark.

The q3map_surfacelight command is a ambient light setting for the sky so thats another one you can tweak.

Hope this helps you out a bit.

Look at this link for more detailed explanations and shader keywords.

http://www.qeradiant.com/manual/Q3AShader_Manual/ch03/pg3_1.htm#mapsun

Cheers

<DJ>


(DC9) #14

There is another option that you can look into for the overall light application. In the “worldspawn” entity, you can add “ambient” light that will apply a general light across the entire map, thus reducing all shadows.

There are downsides to doing this though.


(Flippy) #15

can you explain what downsides? ive always used ambient to brighten up dark spots… so what other way is there to make the shadows a bit brighter? my shadows are always 100% black, which is really ugly ofcourse… when i use ambient its much better


(Shaderman) #16

You can also use minlight instead of ambient which IMO looks much better or…

Found in this thread.


(obsidian) #17

I have never used ambient. You can also try:

-gamma and -compensate

Generally, I use -gamma 2 -compensate 4, but tweak as necessary.