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Textures Script and Algiers Skybox script Rate Topic: -----

#1 User is offline   PapyRuny Icon

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Posted 07 September 2006 - 12:47 PM

hi,
i wonder how to use a single script file for all transparency textures in my map , because currently i use a script file for each transparency texture  :roll:
i'm looking for the Algiers skybox script too ...

if anyone can help me , thank

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Posted 09 September 2006 - 07:48 AM

Yes, you need a single shader for each transperent texture. You should be able to put multiple shaders into the one script file easily enough though. I'm not exactly sure if your talking about the shader definition or the script file.

Algiers skybox shader is in:
zQ3UT34.pk3//scripts/algiers.shader

#3 User is offline   PapyRuny Icon

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Posted 10 September 2006 - 12:36 PM

i'm talking about putting all shader definition of the textures in only one script file .

and Thank for your help

algiers skybox is there ?
textures/algiers/algiers_skyboxnew
{
qer_editorimage textures/lloydmdm2/lmsky2.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
//q3map_sun .5 .37 .19  30 70
//q3map_sun .5 .37 .19 70 170 40
    q3map_sunExt 231 223 159 110 130 55 3 16
//q3map_surfacelight 80
    q3map_lightmapFilterRadius 0 64
q3map_skylight 45 3
    q3map_backsplash 0 0

    skyparms env/algiers/algierssky - -
}

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Posted 10 September 2006 - 02:19 PM

Yeah you can put all of your texture definitions in a single file. They just follow each other.

Yeah that skybox is the one used for algiers. I think the algiers compile had a gamma setting of 1.35 when I built it, so you may want to make your own copy of that shader and increase the light for if you use it with your map.

#5 User is offline   PapyRuny Icon

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Posted 11 September 2006 - 01:32 PM

Need again some advice from you  :-D
I compile my map in gtkradiant with option "q3map2: (final)bsp -meta, -vis, -light -fast -filter -super2"
but the result is bad because the shadows is very "dark" , it hide some textures ,and inside building is dark,cannot see inside .
Did you add the lights in your map when you compile it ?
And how i can do gamma setting when i compile in gtkradiant ?

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Posted 11 September 2006 - 01:56 PM

Yeah I have light sources all throughout the maps. I generally use light emiting textures or models for light indoors. I try not to use point lights at all.

You can add or modify the build scripts for gtkradiant by going to file->project settings. The lighting part of my gamma script for that compile would look something like:
! "C:/Quake3/q3map_2.5.16_win32_x86/q3map2" -v # -game quake3 -fs_basepath "C:/Quake3/" -light -fast -filter -patchshadows -gamma 1.35  -samples 2 -bounce 15 $


#7 User is offline   PapyRuny Icon

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Posted 11 September 2006 - 04:09 PM

When i compile , i use this in gtkradiant :

Quote

! "C:/Program Files/GtkRadiant-1.4/q3map2" -v # -game quake3 -fs_basepath "D:/Games/quake3/" -meta $ && ! "C:/Program Files/GtkRadiant-1.4/q3map2" # -game quake3 -fs_basepath "D:/Games/quake3/" -vis -saveprt $ && ! "C:/Program Files/GtkRadiant-1.4/q3map2" -v # -game quake3 -fs_basepath "D:/Games/quake3/" -light -fast -filter $


I will try your code and will say what it show in my map.
You said you use "light emiting textures" , it is in gtkradiant options or it 's in shader texture script ?
I was thinking that light of the map is given by only the skybox and point light before ... noob you said  ?  :roll:

#8 User is offline   PapyRuny Icon

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Posted 12 September 2006 - 12:17 AM

I just try the commande you give me for q3map2, the result is nice because the textures are not dark, the shodow is good outdoor, indoor is less dark and compilation time is fast  :wink:
Can you explain about "light emiting textures" ? thx

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