Hello
I was looking for the Light Styles thread that was here some time ago but I can not find it.
I also wanted to know if anyone has a tut writen for it and does Light Styles work with Q3A Mods?
Hello
I was looking for the Light Styles thread that was here some time ago but I can not find it.
I also wanted to know if anyone has a tut writen for it and does Light Styles work with Q3A Mods?
quote ydnar
Short how-to:
Add a “style” key to any light entities you want to be styled. Use a value between 1 and 31. You can also use q3map_lightStyle N on light-emitting shaders to have them emit styled light.
Add “_styleNrgbGen” and/or “_styleNalphaGen” where N is the style number keys to the worldspawn entity. Look at the Shader Manual for more documentation on rgbGen/alphaGen.
For any shaders that may be hit by a styled light, you’ll need to add q3map_styleMarker after the lightmap stages, before the texture stages so Q3Map2 can properly create the fake lightmap stages. For masked textures where a depthFunc equal is required, add q3map_styleMarker2.
Compile your map with Q3Map 2.5.5-test-6 or later. Be sure to use the -nocollapse switch in the -light phase. This is important, because styled lights generate shaders, and this minimizes the number of unique shaders.
Gotchas:
Shaders with lightmaps after texture passes will look odd. This may change in the future. Try to rearrange your shaders, if possible, to have lightmaps first.
Only lightmapped surfaces are affected by styled lights. Lightgrid (dynamic entity lighting) and vertex lighting (misc_models). are not. Use light_junior entities near styled lights to give your entities a decent average lighting value.
This functionality has been there for SOF2/JK2 support (they have native light styles) for a while, and this just brings the nifty feature to Quake 3/RTCW mappers.
Oblig demonstration map + bsp screenshot: