After finally sorting out some texture issues with my terrian, I rendered some lighting with this sky shader.
textures/pacificsky/pac_sky
{
nocompress
qer_editorimage textures/skies/sky_5.tga
q3map_lightimage textures/skies/n_blue2.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_globaltexture
q3map_lightsubdivide 2048
q3map_sun 0.274632 0.274632 0.39 64 260 65
q3map_surfacelight 60
//q3map_lightrgb .1 0.1 0.5
skyparms full 200 -
// fogvars ( .1 .1 .18 ) .00005
// skyfogvars ( .23 .23 .24 ) .1
{
map textures/skies/newclouds2.tga
// tcMod scroll 0.005 0.0005
tcMod scale 16.0 16.0
depthWrite
}
}
(modified mp_beach sky)
I rendered with -fast -super 2 and -filter …and I ended up with really nasty shadows. They’re blocky, and show dramatic shade differences around the edges of polygons. Very ugly to say the least. I’m wondering if there is anything in the shader that might cause something like that ?
