Note the comment in the shader regarding the brightness values.
Shaderlab 1337 (x-post from Q3W LEM)
I’m assuming he was talking about this -
// light values tuned for -gamma 2 -compensate 4
hi all, i’ve download this wonderfull pk3 and i’m trying to build a test map with that. but i don’t get the fog effect around my map. i have the last q3map2.
i’ve made a box (with the new sky shader) with some water inside. i use the shader that are inside the pak. but it don’t work. can u help me?
sounds like you don`t have the common_alphascale.shader
I don`t think ydnar included that in the pk3 and the one in the common_alphascale.zip had errors.
here`s what that shader should read as.
textures/common/alpha_75
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 0.75
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
textures/common/alpha_50
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 0.5
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
textures/common/alpha_25
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 0.25
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
textures/common/alpha_0
{
qer_trans 0.5
q3map_alphaMod volume
q3map_alphaMod scale 0
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
do you have the alpha editor images showing up? your need them as well.
that was it, i’m so stupid. i saw a missing common/** textures and i don’t look for it.
thx a lot dude :p, THX
The map file can be opened in radiant and compiled for et, after adding the shaders to your shaderlist.txt (map shader and common_alphascale).
all of the sample .map files provided by ydnar and the other guys here, seem to work in most q3 engine games, if we change the image paths in the shader files and comment out any game specific surfaceparm, for a list of those see Obsidian`s shader manual, always linked in my sig.
here`s a quick link to the relevant chapter
we can also open the .map files and do a find replace or use radiants replace tex for image paths to generic game tex like concretes, wood, grass etc.
edit: and update the shaderlist.txt as Detoeni suggested.
Now could anyone here (ydnar?) please tell me why this .bsp has 6 SURFACE_FLARE faces with shaders that correspond to skybox images (textures/shaderlab_1337/env/sky_rt, textures/shaderlab_1337/env/sky_dn, etc)? I just don’t understand why they are there…
The BSP was compiled with -skyfix in the bsp phase.
What -skyfix does is generate 6 surfaces of type MST_FLARE so that Quake 3 loads and sets up shaders/textures for those images with GL_WRAP instead of GL_CLAMP before the sky shader is loaded. This is why the warning appears in the console.
In order for a shader to be loaded/set up, a surface must reference it, hence the MST_FLARE surfaces that are subsequently ignored.
y


