lightspot on lightimage-shaders


(turbo) #1

how can i get rid of the lightspot centered on lightimage-shader(like windows) assigned brush-faces ?
first i thought its my own error, but now i noticed the same error also in SD-maps.
so i tried nearly everything like other texturesize/brightness or pictureformat. only stretching the brushsurface with to the double size as its height and more, helps. no lightspot then. but this cant be a solution.
it has also nothing to do with the texture alignement. the lightspot is everytime in the center of the brushface.

please help

greetings turbo

ps: not sure, but its a while ago since my last map project schwalbe. but i dont think we had this problem this time


(MadJack) #2

I’m not sure I understand. You’re talking about a lightspot and I can’t stop thinking this might be the texture used to make it transparent. IIRC it’s /env/pewter?

A screenie woud help me thinks


(chavo_one) #3

I think I know what you are describing. It’s when you use a shader as a surfacelight. The light originates from the center of the texture, so if it is long and skinny, it looks bad.

Try adding the following to your shader:

q3map_backSplash 0 0
q3map_lightSubdivide 256

If you like, you can read about these settings in Chapter 3 of the shader manual:
http://shaderlab.com/q3map2/shader_manual/ch3.html

BTW, welcome back to mapping turbo. I remember you and Pointy mapping for RtCW when I was just getting started myself.


(MadJack) #4

Oh that!

Yeah I had that ugly conical lightmap thingie but decided to go with a different texture as a lightsource instead :smiley:


(turbo) #5

looks like im a bit outdated using the new shadercommands.
i will try that and report back.

just wondering why SD-maps dont use this solution.

thanks and greetings
turbo

ps: chavo_one:
thx for your welcome. yes its long ago but im back. too bad, pointy is not with me now. he was the best troubleshooter ever :slight_smile:


(Loffy) #6

Pointy and Turbo? THE Pointy and Turbo? I’m thinking of that extremely cool map what-ever-it-was-called for RtCW, with a jet plane and a film-projector.
// Loffy


(turbo) #7

ok, got it working now.
seems like every lightmap produces his own spherical light. before i thought the light comes from every pixel of the bitmap… sounds stupid now… must take hours to compile… hehe.
but still dont understand it at all:

  1. the lightmap must be drawn “bright” on the surface. <- understand this
  2. the lightmap produce a light centered in front of the surface to light the world <- understand this
  3. the lightimage get lit again by its own light(you can adjust this with q3map_backsplash) <- dont understand for what reason. its still bright.
    as in real, a lightsource casts light, but doesnt lit itself.

again, it works for me with “backsplash 0 0”. just want to understand why its not default

thanks and greetings
turbo

ps: thanks for the flowers, loffy :o)