I’ve been having a sky lighting issue for the last 3 days with Ruins so I’m going to ask for some help on it. Specific area objects (signs, fence, specific outside areas) are near black while others are fine, adjusting the sun brightness makes the fine areas white washed and the black areas semi-remain.
Here are my shaders;
Sky:
textures/x_skies/night
{
skyparms textures/x_skies/env/night 1024 -
q3map_lightImage textures/x_skies/night_clouds.tga
q3map_sunExt 1 1 1 30 -30 50 .5 16
q3map_sun 1 1 1 10 -30 50
q3map_lightmapFilterRadius 0 5
q3map_skyLight 120 5
q3map_lightmapSize 512 512
q3map_lightmapSampleSize 8
q3map_noFast
surfaceparm sky
surfaceparm noimpact
surfaceparm nodlight
surfaceparm lightfilter
nopicmip
nomipmaps
qer_editorimage textures/x_skies/night_clouds.tga
{
map textures/x_skies/night_clouds.tga
tcMod scale 3 3
tcMod scroll 0.005 -0.0125
rgbGen identityLighting
}
{
map textures/skies/topclouds.tga
blendFunc GL_ONE GL_ONE
tcMod scale 3 3
tcMod scroll 0.015 -0.0225
rgbGen identityLighting
}
}
Fence:
textures/x_downtown/wood40M
{
qer_editorimage textures/x_downtown/wood40M.tga
cull disable
surfaceparm alphashadow
surfaceparm trans
surfaceparm nomarks
{
map textures/x_downtown/wood40M.tga
alphaFunc GE128
depthWrite
rgbGen vertex
}
{
map $lightmap
rgbGen identity
blendFunc filter
depthFunc equal
}
}
Few shots;


I had this previously when I had to manually place lights in front of the fence, unfortunately it never seemed to turn out the way I wanted and was always giving me grief.

The effect I’m looking for is more realistic lighting, no black areas, no over white areas, just various light/dark shades. I’ve been compiling with;
bsp -meta
vis -normal
light -fast -samples 3
Any help would be mucho appreciated!
