Who turned out the lights?


(Boleth) #1

Ive been trying to compile my map ready for pk3 but each compile Ive tried has left me with a pitch black map.
does anyone know why?


(Ifurita) #2
  1. Do you actually have lights in your map
  2. If you’re using a sky shader, is the shader listed in your shaderlist.txt file?

(Boleth) #3

No lights, and I dont have a shaderlist.txt at all.
=/
I see I still have plenty of work to do.
Thanks Ifurita


(Ifurita) #4

well, if you do a -light compile and you have no lights, then of course your map will be black. In that case, just forgo the -light compile. The shaderlist.txt file is in /scripts and basically lists all of the shaders the mapping app should load. If you create a new shader, then you must simply open shaderlist.txt, add the name of your shader to the end, then close.


(Boleth) #5

I thought light compile was to bounce light around the map…
Thanks though


(nUllSkillZ) #6

You should have light if you use a sky texture.


(Ifurita) #7

A light compile will bounce light around the map … if you have light sources inside your map (light entities, skies with light properties, etc)


(Boleth) #8

Hmm I have a sky, but as you say I probably need to add it to my shader list… If I can work out how/where to get it and the rest of the folders I need.
=/


(]UBC[ McNite) #9

Sounds to me like you should have a fast try using one of the ET-skies just to check on whether a sky with light in the shader will light up your map. The fueldump sky works fine so y not using it for that try. That way you avoid the mess with a sky of your own i the shader. You can always set up a sky and sky-shader of your own when you see the standard sky works.
If the standard-sky doesn’t work there might be another, serious, problem.

Another way to light up your map would be using _color and _ambient in the worldspawn (u could start with the keys - values of: _ambient - 10 and _color - 1 1 1).