Sunlight + map = bang head on desk


(Gonk) #21

I’ll try that.

Everything I’m using is in the shaderlist.txt, so I’ll try using the sky shader instead of the sky_nodraw.


(Gonk) #22

Well, I removed sky_nodraw completely, and used only kalimasky_bright for the sky brushes. The good news is the portal sky works just fine regardless. The bad news is that the lighting hasn’t seen an improvement. It’s the same. Here’s the shader:

textures/gonk/kalimasky_bright
{
	qer_editorimage	textures/skies/sky.tga
	q3map_lightimage textures/skies/dos_up
	q3map_sunExt .5 .37 .19 175 220 73 2 16
   		q3map_lightmapFilterRadius 0 160
   		q3map_skylight 120 3
	q3map_surfacelight 100
	surfaceparm	sky
	surfaceparm	noimpact
	surfaceparm	nomarks
	q3map_nolightmap
	skyParms	textures/skies/dos 512 -
}

A screen: http://www.jedilegacy.net/gonk/screens/ja/shot0018.jpg

Compile options were BSP -meta -patchmeta fullvis Light -fast -filter -patchshadows.

No noticeable difference in light.


(Fracman) #23

ehem I just tried you latest shader on a small map I did for light testing, see the result (pic taken from JO, but looks exactly like this in JA), using options -vis -light and -light -fast -filter :

It is just a skybox (using your shader), two platforms and those objects.

Maybe your textures are simply too dark, which did you use?

And I modified your shader a bit, just doubled the intensity values:

q3map_sunExt .5 .37 .19 300 220 73 2 16 
q3map_skylight 200 3 

Makes everything simply brighter… but perhaps not really better.


(Gonk) #24

I wonder… can you use an entity sun while also using a sky shader? Is that possible?


(Fracman) #25

That should work, but then you’d have to remove the sunExt (and mybe other keywords) from the sky shader.


(Gonk) #26

I phrased that wrong. I meant to say is it possible to KEEP the lighting from this current sky shader and ALSO use an entity sun? Probably not?


(ydnar) #27

Can you post a shot with r_lightmap 1, I’d like to see if it’s simply the dark textures you’re using.

y


(Gonk) #28

http://www.jedilegacy.net/gonk/screens/ja/shot0023.jpg

http://www.jedilegacy.net/gonk/screens/ja/shot0024.jpg

Definitely seems to be the textures. :slight_smile: Probably just a bad choice on my part. Means extra work for me. Oh well. At the least I’ve learned quite a bit… :slight_smile: Thanks for the help, guys!


(Emon) #29

Just up the levels in Photoshop or something, that should help.


(Fracman) #30

Lol… looks like your map lies in sanddunes, nice effect :wink: