Shader or Light related.. Building Scale.. LiL help? -1 reply

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FireFoxProductions

Mapper, Modder, Scripter

50 XP

11th January 2006

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#1 12 years ago

Well, When people make maps. Some of the OLD DF2:JK maps have full lighting support. You see everything. Its like this in JO/JA. The point im getting to, How is it truly possible to make a environment like a nar shada or coruscant setting? Where the metal is fully lite and visible in the distance? Here are some custom shaders I made in the works.. Many tests.. No dice.. *Note there ARE 4 seperate types of formed shaders!*

textures/vjun/basemetal2 { { map $lightmap } { map textures/vjun/basemetal2 blendFunc GL_DST_COLOR GL_ZERO } { map textures/vjun/basemetal2_glowb blendFunc GL_ONE GL_ONE glow rgbGen identity alphaGen identity } }

textures/vjun/basemetal2 { cull twosided { map textures/vjun/basemetal2 blendFunc GL_ONE GL_ONE glow rgbGen vertex } { map textures/vjun/basemetal2_glowb blendFunc GL_ONE GL_ONE rgbGen vertex } }
textures/vjun/basemetal2 { qer_editorimage textures/vjun/basemetal2 q3map_nolightmap { map textures/vjun/basemetal2 rgbGen identity tcMod scale 0.5 0.5 } { map textures/vjun/basemetal2_glowb blendFunc GL_ONE GL_ONE glow tcMod scale 0.5 0.5 } }

textures/vjun/basemetal2 { q3map_lightImage map textures/vjun/basemetal2_glowb qer_editorImage map textures/vjun/basemetal2 q3map_surfacelight 10000

{ map $lightmap rgbGen identity } { map textures/vjun/basemetal2 blendFunc filter rgbGen identity } { map textures/vjun/basemetal2_glowb blendFunc add } }

Below are the two attached images. Basemetal2 is for now the current texture im trying to workout which is from the vjun texture set. Now I used the various Building texture/shaders, To give the ambiant feel of being in a city. Building A Is where some of the things take place, Building B is where I have a sniper trying to take people out in Building A. I am just trying to reduce the compile time in Gtdk raident for lighting, I am trying to make it so a texture is atleast self sustaining for its own source of lighting. Giving it the ambiant feel. And makes it glowy like too :P. I hope everyone is following on my idea. Eyecandies will be produced. As long I fix this dang problem.

textures/rooftop/building_ext4 { { map $lightmap } { map textures/rooftop/building_ext4 blendFunc GL_DST_COLOR GL_ZERO } { map textures/rooftop/building_ext4_glw blendFunc GL_ONE GL_ONE glow rgbGen identity } }

This one is one of the ORIGINAL shaders made by raven. And you see the almighty glow effect. I think it could be misread typeing, meaning _glw not _glowb and _2 not 2. But its doubtfull. Well if I can make a tut on how to make the perfect cinematic cutscene. When im done making a small portion of my project, people will get the 101 soon enough!




FireFoxProductions

Mapper, Modder, Scripter

50 XP

11th January 2006

0 Uploads

116 Posts

0 Threads

#2 12 years ago

It was a basis of trial and error. Those who wish to make thier maps fully light. Make a dark normal texture, then slightly make the new one alittle more brighter. But not too too bright. Here is the proper coding.

textures/1/basemetal_2 { { map $lightmap } { map textures/1/basemetal_2 blendFunc GL_DST_COLOR GL_ZERO } { map textures/1/basemetal_2_glw blendFunc GL_ONE GL_ONE glow rgbGen identity } }

I used the vjun texture pathing and the shader name vjun. I decided to use its own custom texture folder, and name its own shader file 1. And yes I did include it in the shaderlist. Im not that dumb! End result is down below. And no. It does not emit its own source of lighting. However, It only brightens the texture on a scale of solving those pesky fps/lag issues. And no it did not effect any slow time what so ever. Then again I have a fast computer :P. *Edit, I also noticed that once before it was basemetal2, and basemetal2glowb, Notice how I put the _ in? That could of also been a problem. But as you can see how bright the sun is now. It isnt!