Let there be light! (lighting troubles) -1 reply

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Durandal21

I am beyond the barricade

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8th June 2004

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#1 15 years ago

i need a lighting tutorial badly, all my maps end up too dark in one area, and too bright in another, i've used entity suns, cause i want shadows, but it doesn't cover every spot.... im thinking about goign ambient, but it'd be ugly and no shadows and BLAH.... so PLEASE help me...




Lil Killa

Lunatic

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23rd February 2004

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#2 15 years ago

HAve you tryed using regular lights and just editing the light value?




MeusH

°•°•°•°•°•°•°•°•°

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16th November 2003

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#3 15 years ago

Use skyshader wit skylight!

Check "The Lost Temple" - you see it is lit properly,and shados aren't black - 100% real. Thanks to Wade!




GothiX

No Time to Cry

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18th September 2003

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#4 15 years ago

TLT had some lighting mistakes in the sky. Best thing to check out is Sunset on Coruscant - THAT defines proper lighting.




Durandal21

I am beyond the barricade

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8th June 2004

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#5 15 years ago

thanks for you help.... and i hate to be bothersome... but how exactly would i go about making the skylight?




hgwall44

Walsfer

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8th December 2003

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#6 15 years ago

anyone know this? this might help me quite a bit. I cant seem to get my lights to look very natural either.




GothiX

No Time to Cry

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18th September 2003

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#7 15 years ago

Here's a sky shader I've made, disected for your personal pleasure.

textures/skies_gx/gx1 //Shader name { //Opening bracket to show that the shader info starts here qer_editorimage textures/skies/sky //image to show in-editor surfaceparm sky //tells the engine to always draw this surface last surfaceparm noimpact //tells the engine not to let anything explode on this surface surfaceparm nomarks //tells the engine not to let anything leave marks on this surface q3map_sunExt 1.000000 0.941865 0.739566 80 130 37 1 8 //this is how the lighting works, see the last bit of my post for details on this notc //No texture compression, meaning better quality for skies q3map_nolightmap //lights will not leave lightmaps on this surface skyParms textures/skies_gx/gx1 512 - //sky images to use, followed by the cloud distance - leave the last one at 512 sort sky //q3map2 recognition makes compiling a tad faster } //Closing bracket, shader/stage ends here

Quoting the shader manual:

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 direcions 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 fron 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).




Durandal21

I am beyond the barricade

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8th June 2004

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#8 15 years ago

wait what the... sorry, I'm not as smart as you.... how the hell should i use this.

yeah I feel stupid, could ya walk me through exactly what i should do?




GothiX

No Time to Cry

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18th September 2003

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#9 15 years ago

Your first step is to learn what shaders are all about, that should get you started.

Try Shader manual part 1.1




Master_Munk

GF Pwns Me!

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15th July 2004

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#10 15 years ago

I don't know if it is just me or something, but when i do that sun thing it adds like no light unless i add a 0 at the end of it(ie 100=1000) Is that what i m supposed to do?




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