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Scene lighting experiments Rate Topic: ***** 1 Votes

The first of a series of tutorial essays on mapping exploits

#11 User is offline   Muffie Icon

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Posted 07 August 2010 - 09:37 PM

Why didn't you use -bounce?
.:| Win10 x64 | AMD R5 2600 | 16Gb G.Skill cL16@3ghz | ASUS STRIX Vega 64 |:.

#12 User is offline   Reaper-DKMs- Icon

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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?

#13 User is offline   mindriot Icon

Posted 08 August 2010 - 02:44 AM

Add the script filename without the ".shader" to shaderlist.txt. Then do a flush/reload and maybe even toggle Shaders Only. Or just restart Radiant.

#14 User is offline   Shminkyboy Icon

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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 =)



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#16 User is offline   Muffie Icon

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Posted 12 August 2010 - 03:06 AM

this should be stickied
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#17 User is offline   ObScUrE Icon

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Posted 12 August 2010 - 05:24 AM

View PostMuffie, 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 User is offline   Shminkyboy Icon

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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.

#19 User is offline   Drewfin Icon

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Posted 17 August 2010 - 04:25 PM

View PostShminkyboy, 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.


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