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
i'm looking for the Algiers skybox script too ...
if anyone can help me , thank
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Textures Script and Algiers Skybox script
#2
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
Algiers skybox shader is in:
zQ3UT34.pk3//scripts/algiers.shader
#3
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 - -
}
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 - -
}
#4
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.
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
Posted 11 September 2006 - 01:32 PM
Need again some advice from you
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 ?
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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#6
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:
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
Posted 11 September 2006 - 04:09 PM
When i compile , i use this in gtkradiant :
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 ?
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 ?
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