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about shaders Rate Topic: -----

Some doubts about shaders' usage.

#21 User is offline   DagF Icon

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Posted 21 February 2011 - 10:24 AM

The lines in q3map2toolz should look something like this:


"C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe" -meta -fs_basepath "C:\urtmapping" -fs_game q3ut4 "C:\urtmapping\q3ut4\maps\lighttest_a_a5.map"
"C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe" -vis -fs_basepath "C:\urtmapping" -fs_game q3ut4 "C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp"
"C:\urtmapping\q3map_2.5.16_win32_x86\q3map2.exe" -light -fast -fs_basepath "C:\urtmapping" -fs_game q3ut4 "C:\urtmapping\q3ut4\maps\lighttest_a_a5.bsp"



This is compiling with BSP Vis Light -fast.
The code marked in green will be some different for you as we got things saved in different folders, the rest should be similar

This is the one i use for finalish compiling. There are others here who knows more about this.
Remember the -meta in the first line.

This post has been edited by DagF: 21 February 2011 - 10:27 AM


#22 User is offline   ValkoVer Icon

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Posted 22 February 2011 - 06:05 PM

Lol its very basic compile, for final compile i'd use -bounce X, -samples 8, -filter, and some other fancy stuff heh

#23 User is offline   DagF Icon

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Posted 22 February 2011 - 11:56 PM

View PostValkoVer, on 22 February 2011 - 06:05 PM, said:

Lol its very basic compile, for final compile i'd use -bounce X, -samples 8, -filter, and some other fancy stuff heh


"There are others here who knows more about this."
xD

I have only one beta out.. ill be paying with this :P
And i just posted this as this is what he need for a normal compile.

#24 User is offline   IceMan Icon

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Posted 24 February 2011 - 02:22 PM

I have another problem that i think it is related to shaders.
when i compile my map with light i see this:
http://img38.imagesh...i/58289344.jpg/

How can i give light to my map??
many thanks!!!

#25 User is offline   ValkoVer Icon

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Posted 24 February 2011 - 04:18 PM

You have probably wrong position of sun in sky shader.

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#26 User is offline   IceMan Icon

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Posted 24 February 2011 - 06:14 PM

View PostValkoVer, on 24 February 2011 - 04:18 PM, said:

You have probably wrong position of sun in sky shader.


what do you mean by wrong position of the sun??

this is my shader

textures/oriental/sky
{
	qer_editorimage textures/oriental/sky_arc_masked.jpg
	
	q3map_sunExt 1 1 1 150 -35 25 2 12
	
	q3map_lightRGB 0.9 0.96 1.0
	q3map_lightmapFilterRadius 0 64
	q3map_skyLight 60 3
	
	surfaceparm sky
	surfaceparm noimpact
	/* surfaceparm nolightmap */
	
	skyparms textures/oriental/env/sky 1024 -
	
	nopicmip
	nomipmaps
	/*
	{
		map textures/oriental/sky_clouds.jpg
		tcMod scale 3 3
		tcMod scroll 0.005 -0.0125
		rgbGen identityLighting
	}
	{
		map textures/oriental/sky_arc_masked.jpg
		blendFunc GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
		tcMod transform 0.25 0 0 0.25 0.1075 0.1075
		rgbGen identityLighting
	}
	*/
}




#27 User is offline   Rylius Icon

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Posted 24 February 2011 - 06:30 PM

Make sure it's listed in the shaderlist.txt

#28 User is offline   ValkoVer Icon

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Posted 24 February 2011 - 07:39 PM

mmm try to change 6th value in q3map_sunExt to higher than 25 (its elevation of sun).
I will be simply wrong however.
You have tried placing light entity somewhere to see if it works?

#29 User is offline   IceMan Icon

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Posted 24 February 2011 - 07:46 PM

View PostValkoVer, on 24 February 2011 - 07:39 PM, said:

mmm try to change 6th value in q3map_sunExt to higher than 25 (its elevation of sun).
I will be simply wrong however.
You have tried placing light entity somewhere to see if it works?

yes lights work!!
mhhh... could you explain me the meaning of the six values?? in this way i can find the right location of the sun :)
Thanks :)

#30 User is offline   pss9 Icon

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Posted 24 February 2011 - 09:30 PM

q3map_sunExt red green blue intensity degrees elevation deviance samples

red green blue
Color is described by three normalized RGB values. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use.

intensity
The brightness of the generated light. A value of 100 is a fairly bright sun. The intensity of the light falls off with angle but not distance.

degrees
The angle relative to the directions of the map file. A setting of 0 degrees equals east. 90 is north, 180 is west and 270 is south. In the original version of Q3Map, non-axial values had a tendency to produce jagged shadows. With Q3Map2, this problem is avoided with new options like lightmap filtering, raytracing and penumbra effects.

elevation
The distance, measured in degrees from the horizon (z value of zero in the map file). An elevation of 0 is sunrise/sunset. An elevation of 90 is noon.

deviance
The number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real sun has a solid angle of about half a degree.

samples
The number of random jitters distributed over the solid arc (~16).

goto: http://www.robotrene...ml#q3map_sunExt

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