shaderlab_1337 compile


(sick2012) #1

hi, i donwloaded shaderlab_1337 to see the features of q3map2, and i cant get the right command line to make it look like should be.

i tried many ways, here is the las bat that i tried with q3map2 (2.5.16)

q3map2.exe -skyfix -meta “C:\Program Files\Quake III Arena\baseq3\maps\skymap2.map”
q3map2.exe -vis -saveprt “C:\Program Files\Quake III Arena\baseq3\maps\skymap2.map”
q3map2.exe -light -fast -super 2 -filter -bounce 8 “C:\Program Files\Quake III Arena\baseq3\maps\skymap2.map”

the first image is my compile. the second the original shaderlab. My compile is too bright and shadows arent so clear like the original. thx for the help =)



(Loffy) #2

I would try some experimens:
a) Just try -light -fast (and/or -light -fast -bounce 2) once. Recompile. Differences?
b) Select the second pillar from the left, turn it into a func_group, then give it the key/value _lightmapscale/0.25 (default 1) or 0.125. Recompile and see if there are differences.

But most of all, I would investigate the sky-shader. What do the sky-shader look like, is it really the same sky-shader as the original? Is its name in the shaderlist.txt (in the scripts folder)?
//Loffy


(carnage) #3

http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=10673&highlight=dark

might help you get darker compile and also darken the shadows so they will be more defined. As fore less blury shadows try a compile option that turns up lightmaps size


(Nail) #4

personally, I like the first one for looks and feel


(Twisted0n3) #5

The original was probably compiled with -gamma -compensate and maybe -samples…


(obsidian) #6

Don’t use super. ydnar’s usual compile switches:
-light -fast -patchshadows -samples 3 -bounce 8 -gamma 2 -compensate 4 -dirty

Also play around with the samplesize for higher resolution lightmaps. Probably something like this:
-samplesize 16


(sick2012) #7

hi i just readed the replays thx to everyone for the quick response ,so i started for the last one, and i get almost what i want, just the shadow of the vertical “stick” cant get it so defined like the original,well i will keep trying to see what happen.

well the shader is in the right place anyways here is just in case:

textures/shaderlab_1337/sky
{
qer_editorimage textures/shaderlab_1337/sky_clouds.tga

q3map_lightImage textures/shaderlab_1337/sky_clouds.tga

// light values tuned for -gamma 2 -compensate 4
q3map_sunExt 1 1 1 400 -30 45 2 12
q3map_skyLight 75 3

surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap

skyparms textures/shaderlab_1337/env/sky 1337 -

nopicmip

{
	map textures/shaderlab_1337/sky_clouds.tga
	tcMod scroll 0.0025 -0.0075
	rgbGen identityLighting
}
{
	map textures/shaderlab_1337/sky_mask.tga
	blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
	tcMod transform 0.25 0 0 0.25 0.1075 0.1075
	rgbGen identityLighting
}

}


(Fracman) #8

The shadow of the stick is there, but very blurry.
did you use exactly the same map, with exactly the same compile parameters?
Or did you modify anthing, added a light etc. ?


(obsidian) #9

Don’t know what -samplesize value ydnar used, but it was a pretty high value on that map. Try some different values. BTW, -samplesize is a -bsp switch, not -light.


(Fracman) #10

The smaller the map, the better you can do the lighting :wink: