q3map_sun -> sunExt


(LowLife) #1

ok it does seem that sunshader does not recognize the new q3map_sunext keyword and that’s why it wasn’t working. I tried it with the old q3map_sun and it worked fine. I should point this out to ydnar so he can fix it.

I have the same problem, any fixes around ???


(Shallow) #2

AFAIK ET’s sunshader is read engine-side at runtime, not by q3map2 at compile time, and isn’t baked into the BSP at all. It couldn’t be fixed by a compiler change.

You can work around it easily by adding a q3map_sun line and commenting it out when you compile. The fact that the sun is handled at runtime also means you can fine-tune the sun sprite position without recompiling.


(LowLife) #3

Aha, its the engine that dont understand the sunExt command, i thought the q3map_ keywords was compile only. Oh well, thanks for the quick reply Shallow, and the easy workaround.


(ydnar) #4

You can also just throw in the q3map_sun to match the q3map_sunExt, but give it a really low brightness.


(LowLife) #5

Ok, even easier, but wont that increase compile time ?


(ydnar) #6

Not really. One extra sun won’t matter all that much.


(LowLife) #7

Ok, thanks for your answers.