Iye, on 03 June 2014 - 11:37 AM, said:
That would be -light -v
check out:
q3map2 switches @ cmm wiki
Though you might want to add a -bounce (note that this increasese compile time.)
Thank you!
Iye, on 03 June 2014 - 11:37 AM, said:
Depends. For your sun (ext) in your skyshaders it is irrelevant. But mostly you will want a low light value on the skybox, so that all areas at least have some 'natural' lightning. This would decay over distance. a lower value will do it, since its just for a more smoothed/natural lighting.
Also: Consider not building boxed maps. Built your maps in different areas. and make the skybox thoutch the walls where possible. note that a skybox is like a weaponclip, so no (nades) passing through.
there is a article about that somewhere......
Yes, I'm not building a boxed size one, I'm trying to make the layout fit the "rooms" type of layout so I can block vis better. The skybox being a weaponclip is a bit annoying and doesn't help with realism but well... :P
Iye, on 03 June 2014 - 11:37 AM, said:
if i remember correctly there is an option to make models solid in the model ent in radiant. though that only worked on ase or something like that. Also its better to clip your models manually.
In most cases you will want to use the weapclip texture. (actually the only clips you need are weapclip and playerclip; where weaplclip additionally blocks bullets/nades(damage))
By clipping models manually you can make the clipping more simple (like a car can me clipped in 3-5 simple brushes), which makes gameplay smoother/easier
To make your models cast shadows check the description in radiant. i think you want something like the _cs key. its described there.
Oh I thought that the weaponclip brush would cast a shadow but thinking about it you're right. I'll look into it!