q3map_sunExt without q3map_skylight


(JRitter) #1

Whether or not I use a q3map_sunExt in my shader with a q3map_skylight, I get the same result… a surface based light, with falloff…

If I remove the q3map_skylight, I get a black level…

I have read the available docs and don’t see what I am missing… I want an infinite light source, ie. a sun.

???

EDIT: It appears to work on the shaderlab_skybox level… which really confuses me…

EDIT2: It would seem to have something to do with scale… it works on a smaller map I made… and yes, I turned up the intensity really high, so it isn’t that :slight_smile:

Thanks,
-Josh


(ydnar) #2

Can you post the shader, as well as a screenshot of the problem?

Additionally, is your shader listed in shaderlist.txt?

y


(JRitter) #3

Yes, shaderlist.txt was a hiccup… but not the problem…

The map is 6 brushes… your standard “room”… the sky shader is on the top brush, bottom face… it’s the same one as out of the shaderlab_skybox example… if I move this brush down a bit, it stops illuminating… though, it definitely seems it should still be illimunating, at the very least, the floor

It must be something I don’t understand about the tracing code… I am sure it works.

Edit: Q3Map2 is truly a thing of beauty, from the code to the graphical result…

Thanks!,
-Josh


(ydnar) #4

Try making the map bigger. Sometimes very small maps don’t quite compile correctly.

y