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Scene lighting experiments
The first of a series of tutorial essays on mapping exploits
#12
Posted 07 August 2010 - 11:26 PM
How do I go about adding that script properly? I open a notepad and saved that script on the notepad like so
textures/reaper/nightsky1
{
qer_editorimage textures/reaper/moonlight_sky_ft.tga
q3map_lightrgb 0.6823529411764705882352941176 0.8196078431372549019607843137 1
q3map_sunext 0.6823529411764705882352941176 0.8196078431372549019607843137 1 40 270 50 2 16
q3map_skylight 60 6
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
skyparms textures/reaper/moonlight_sky - -
}
I went to my textures and did a flush/reload and its not showing up. What else do I need to do?
textures/reaper/nightsky1
{
qer_editorimage textures/reaper/moonlight_sky_ft.tga
q3map_lightrgb 0.6823529411764705882352941176 0.8196078431372549019607843137 1
q3map_sunext 0.6823529411764705882352941176 0.8196078431372549019607843137 1 40 270 50 2 16
q3map_skylight 60 6
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
skyparms textures/reaper/moonlight_sky - -
}
I went to my textures and did a flush/reload and its not showing up. What else do I need to do?
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#14
Posted 09 August 2010 - 01:57 AM
Is FS_q3map_Radbump_4a.exe much different to the bumpy_2 compiler from 27s "Enthusiastic mappers" thread?
Yes, use 4a- a lot of things were optimized and tuned, so using 4a is worth it. 4a is available from the
Enthusiastic thread, just re-download 27's package and follow the readme.
why use q3map2_fs_20g.exe for the meta stage? Are there any reasons for this?
Because I like alchemy. Really =)
Seriously, that was actually just a personal preference for the compiling of Suburbs specifically,
as I liked the phong shading effect in that build. Normally I just use 4a for everything.
Why didn't you use -bounce?
Because -radbump does four passes of lighting generation and I felt bounce wasn't needed.
Bounce is great for a day lit map though.
How do I go about adding that script properly? I open a notepad and saved that script on the notepad like so
The textures haven't been released yet, I'm only sharing it early as part of the show and tell =)
Yes, use 4a- a lot of things were optimized and tuned, so using 4a is worth it. 4a is available from the
Enthusiastic thread, just re-download 27's package and follow the readme.
why use q3map2_fs_20g.exe for the meta stage? Are there any reasons for this?
Because I like alchemy. Really =)
Seriously, that was actually just a personal preference for the compiling of Suburbs specifically,
as I liked the phong shading effect in that build. Normally I just use 4a for everything.
Why didn't you use -bounce?
Because -radbump does four passes of lighting generation and I felt bounce wasn't needed.
Bounce is great for a day lit map though.
How do I go about adding that script properly? I open a notepad and saved that script on the notepad like so
The textures haven't been released yet, I'm only sharing it early as part of the show and tell =)
#15
Posted 09 August 2010 - 06:56 AM
Talking of textures. I can imagine there will be a big effort on the part of the dev team to update the current asset textures, especially as you now have a dedicated texture guy.
With the addition of _b and _n textures you could (in theory) triple the size of the current assets unless you drop a lot of existing textures.
In this case, are we going to see a lot of the dutch flag on 3rd party maps which just happen to use a texture from 4.1 but which never made it to 4.2?
With the addition of _b and _n textures you could (in theory) triple the size of the current assets unless you drop a lot of existing textures.
In this case, are we going to see a lot of the dutch flag on 3rd party maps which just happen to use a texture from 4.1 but which never made it to 4.2?
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#17
Posted 12 August 2010 - 05:24 AM
Muffie, on 12 August 2010 - 03:06 AM, said:
this should be stickied
Quote
The first of a series of tutorial essays on mapping exploits
What's with a sub category for tutorials?
This post has been edited by ObScUrE: 12 August 2010 - 05:26 AM
Quote
BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~
#18
Posted 13 August 2010 - 08:33 AM
Actually, These tutorial essays will also be on my blog at http://shminkyboy.blogspot.com
It will feature tutorial essays like this one, salted with a few rants about different things for a lil variety.
There's been a bit if discussion internally about providing more content in the form of tutorials, dev blogs, and contests to help the 3rd party design community get some momentum with the new toys and design concepts we've been experimenting with to arrive at the up coming release.
Thanks for the responses guys, this tutorial was a test pilot I tried to see if doing this on an ongoing basis interested you guys, and its now sticky.
It will feature tutorial essays like this one, salted with a few rants about different things for a lil variety.
There's been a bit if discussion internally about providing more content in the form of tutorials, dev blogs, and contests to help the 3rd party design community get some momentum with the new toys and design concepts we've been experimenting with to arrive at the up coming release.
Thanks for the responses guys, this tutorial was a test pilot I tried to see if doing this on an ongoing basis interested you guys, and its now sticky.
#19
Posted 17 August 2010 - 04:25 PM
Shminkyboy, on 13 August 2010 - 08:33 AM, said:
...internally about providing more content in the form of tutorials, dev blogs, and contests to help the 3rd party design community get some momentum with the new toys and design concepts we've been experimenting with...
That would be great, even better if it were to be centralized into a design wiki (maybe offer to host/mirror Delirium's wiki on the site since he has a pretty good head start) and a developer blog roll all within the site. There's a lot of information to be had in the forums, but the 'threaded conversation' view is extremely detrimental to finding it, esp. w/older content. Likewise to having to search around other sites. I think it would bolster the mapping/mod community to bring as much of this information 'in house' as it were and make it available in easily findable formats.
For instance, the Bumpy thread has pages and pages of info, much of which is superceded or irrelevant to someone getting involved 'mid-stream', but if there were an in-house wiki page on the subject that was updated with the latest download link and most current info, more texture artists/mappers might have an easier time getting involved on that front. If such a thing were to be incorporated into the official site, I'd be willing to donate some time distilling a few threads down to their essential information into tutorial/'how to' type pages.
#20
Posted 03 September 2010 - 07:18 AM
Shminkyboy, on 13 August 2010 - 08:33 AM, said:
Thanks for the responses guys, this tutorial was a test pilot I tried to see if doing this on an ongoing basis interested you guys, and its now sticky.
We enjoyed the first one, will there be more soon? Will there be perhaps something about shiny water which I dont think has been documented (outside the code).
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