Hey everyone i have a few questions i need answering, i have tried the search and no real help was available.
For my current mapping project St Nazaire i am using the battery sky but the light levels are a bit too high i would like to alter the light level, i know i need to make a new shader. I imagine i would use the original shader as a template but then what do i do with. I mean with regards to naming conventions and placement of files.
This is the shader for the original
textures/skies/sd_batterysky
{
nocompress
qer_editorimage textures/skies/topclouds.tga
q3map_lightrgb 0.8 0.9 1.0
q3map_sun 1 .96 .87 140 140 8
q3map_skylight 60 3
q3map_nofog
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm sky
skyparms textures/skies_sd/wurzburg_env/sky 512 -
sunshader textures/skies_sd/batterysunfog
{ fog off
map textures/skies_sd/battery_clouds.tga
tcMod scale 2.5 2.5
tcMod scroll 0.0015 -0.003
rgbGen identityLighting
}
{
fog off
clampmap textures/skies_sd/battery_mask_ydnar.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
tcMod scale 0.956 0.956
tcMod transform 1 0 0 1 -1 -1
// rgbGen identityLighting
//rgbGen const ( 0.6 0.6 0.6 )
rgbGen const ( 0.4 0.4 0.4 )
}
}
Can some highlight the areas i need to change and maybe point out some features that can also be tweaked to provide some nice alternatives.
My next question if your still awake is when making a constructible the tuts say to make some clipping boxes for the crates so forth but how can i make clipping boxes for things i can’t see, is there a setting for turning the objects visible or something i have missed.
Thanks in advance for your help. :bored: :blah: :bored: