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Need help? How to make Cube01, Cube03, Cube05 kind light? Rate Topic: -----

#1 User is offline   Rappio Icon

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Posted 07 January 2011 - 11:01 PM

Intro:
First of all im big fan of "Cube" maps in UrT. Then one night when i smashed my head against wall again (trying improve my earlier map Wasteland) i got idea to build one cube map by myself as Newin who has made Cube maps for Urt havent released any new map long time and those old are becoming boring.




Long story short:
I have asked Newin how he made light in hes cube maps but hes quite busy in IRL and he doest have atm time to guide me out. So i kindly ask if anyone willing to help me with this small problem. I have made map what is almoust finished but it miss that light source what it gives good ambient to map (now it has just fixed light in every where). Im very noob mapper so guide would be fantastic.

Some pics of my cube hell 02 map > http://perkele666.or...opic,547.0.html


What is the sound of silent scream when you still map with GTK Radiant 1.5

#2 User is offline   Sneaks Icon

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Posted 09 January 2011 - 09:12 AM

Post a link so I can download one of the cube maps, and Ill try and help...

#3 User is offline   theRipper Icon

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Posted 13 January 2011 - 08:00 AM

wait.. so you want an even ambient light everywhere?

if i understand correctly. then all you do is click a worldspawn brush and open the entity window and type ambient as the key and a number as the value
A.K.A. [idgaf.]Face(Clan Leader)


#4 User is offline   theRipper Icon

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Posted 13 January 2011 - 08:05 AM

if your not looking for an ambient light try a light shader

like this.


textures/yourtextures/light
{
	qer_editorimage textures/yourtextures/light.tga
	q3map_surfacelight 9000

	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/yourtextures/light.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map textures/yourtextures/light.tga
		blendfunc GL_ONE GL_ONE
	}
	
}






edit the surface light value to adjust brightness.

light shaders work better than light entities for most people :)

(note* make sure you add your new shader to the shaderlist)
A.K.A. [idgaf.]Face(Clan Leader)


#5 User is offline   Rayne Icon

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Posted 13 January 2011 - 01:28 PM

I got a question, probably a dumb one.

Can that shader be applied to a texture in any format or does it have to be a tga.

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#6 User is offline   theRipper Icon

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Posted 13 January 2011 - 03:26 PM

jpg,tga, whatever :P
A.K.A. [idgaf.]Face(Clan Leader)


#7 User is offline   Rayne Icon

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Posted 13 January 2011 - 03:50 PM

View PosttheRipper, on 13 January 2011 - 03:26 PM, said:

jpg,tga, whatever :P

I was just wondering cause i wasn't sure if a texture for light shader needs to be in tga cause of the alpha channel .

#8 User is offline   LynXIII Icon

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Posted 22 January 2011 - 01:19 PM

View PosttheRipper, on 13 January 2011 - 08:05 AM, said:

if your not looking for an ambient light try a light shader

like this.


textures/yourtextures/light
{
	qer_editorimage textures/yourtextures/light.tga
	q3map_surfacelight 9000

	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/yourtextures/light.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map textures/yourtextures/light.tga
		blendfunc GL_ONE GL_ONE
	}
	
}






edit the surface light value to adjust brightness.

light shaders work better than light entities for most people :)

(note* make sure you add your new shader to the shaderlist)


Need more info on this (I just started mapping). If for example I want to make a luminescent tube lamp at the ceiling. I just do a little brush, place it at the ceiling and add a special texture that emits light? Where do I get that texture from?

This post has been edited by LynXIII: 22 January 2011 - 01:19 PM


#9 User is offline   theRipper Icon

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Posted 22 January 2011 - 01:27 PM

replace light.tga with whatever texture image you want. it will glow
A.K.A. [idgaf.]Face(Clan Leader)


#10 User is offline   DagF Icon

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Posted 22 January 2011 - 01:36 PM

You will have to make it.

1. make a folder in the texture folder, name it the name of the map, or lyn_mapname(lyn from your nic so nobody have the same name for the folder).

2. go to you script folder, open shaderlist.txt, add the name of your texture folder after the others in the list(3 times, one lyn_mapname, 2 //lyn_mapname).

3. make a .txt file in your scriptfolder, name it lyn_mapname, rename it so its nolonger a .txt but now a .shader file. This can still be opened with notepad.

4. make textures, find textures online, add them to your texture folder in the folder you created(lyn_mapname). the textures have to be .tga or .jpg

5. to add a shader to the texture, open lyn_mapname.shader in your scriptfolder. add the shader in the post before this.

You can make the texture of the lam emitt light, orelse you could just use a light entie.(rightclick in the grid light).

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