Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

lighting up a cityscape

Page: 1 of 1
 Mercenary
05-25-2004, 3:22 AM
#1
What's the best way to light up a map with tall structures in a city at night? I don't think light entities are the most practical way to go because I'd have to use an insane amount to cover the large and open areas. Light from a skybox gives a nice effect in between buildings and lights the tops well but some lower parts remain too dark.
 GothiX
05-25-2004, 4:22 AM
#2
Use q3map_skyLight in the skyshader, it'll make the lower area's a bit brighter.
 Mercenary
05-25-2004, 4:48 AM
#3
Thanks I'll give that a try.
 wedge2211
05-25-2004, 1:05 PM
#4
How 'bout light-emitting shaders as windows?
 Mercenary
05-25-2004, 6:25 PM
#5
q3map_skyLight <brightness> <iterations>

I've gone as high as 800 5 and there's still not enough light in some places. The lighting looks nice but I'll need help from other light sources. What if I used the dreaded ambient light? Just a mild amount like 50 or so.

wedge - I'm going to try all other possiblities before making new textures and shaders.
 Shadow_stone
05-25-2004, 8:22 PM
#6
Originally posted by Mercenary
Light from a skybox gives a nice effect in between buildings and lights the tops well but some lower parts remain too dark.

how do u put light from a sky box without using light entities,

q3map_skyLight <brightness> <iterations>
how, or where does that go...in other words how does it work???
 Mercenary
05-25-2004, 8:38 PM
#7
It goes in the shader

textures/city/cityscape
{
qer_editorimage textures/skies/sky.tga
q3map_skyLight 300 5
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
q3map_nolightmap
skyParms textures/city/sky 512 -
}

I think q3map_skyLight is the new way. I used q3map_surfacelight before.
 GothiX
05-26-2004, 5:18 AM
#8
Combine it with q3map_SunExt, it'll look quite a bit better.
 lassev
05-26-2004, 11:12 AM
#9
You know, Gothix, it's not even healthy to know as much as you do? Your brain might burst! ;)

If you use the ambient lighting, your indoor areas might suffer, if you have such. On the other hand, I guess nothing should be avoided just because it's "notorious". If something looks good, then it looks good, no matter how it was achieved.

BTW, what are you mapping, Mercenary? I hope it's SP!
 Mercenary
05-26-2004, 4:18 PM
#10
Originally posted by GothiX
Combine it with q3map_SunExt, it'll look quite a bit better.

Another new one?


Originally posted by lassev
BTW, what are you mapping, Mercenary? I hope it's SP!

Don't worry it's for SP. Speaking of which, me and Kengo are doing an sp side project which we hope can be released in the near future.
 Mercenary
05-26-2004, 9:44 PM
#11
q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples>

Damn... this makes some nice lighting. The shadows are so good. I used the settings ydnar gave as an example:

q3map_sunExt 0.95 0.99 1.0 120 60 30 2 16
 lassev
05-27-2004, 3:14 AM
#12
Originally posted by Mercenary
q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples>

Damn... this makes some nice lighting. The shadows are so good. I used the settings ydnar gave as an example:

q3map_sunExt 0.95 0.99 1.0 120 60 30 2 16

So, does it produce better results than entity sun(s)? I somehow liked the shader entry sun, although I have right now three entity suns in my map. But it's a night time map, and they are very weak, and produce a tolerable result. A shader entry sun wouldn't do at all, I think.
 Mercenary
05-27-2004, 4:28 AM
#13
I think it all depends on the map.
 GothiX
05-27-2004, 4:44 AM
#14
Oh, but that's not true. Q3map_SunExt will look a lot better in 99% of all cases. Also, mercenary, by raising the elevation, you'll have less trouble with buildings in the way.
 WadeV1589
05-27-2004, 8:33 AM
#15
I've noticed sunext is far faster than entity suns as well, also for actual sun try deviance 1 samples 8 as sun doesn't usually deviate by 2 degrees.
 GothiX
05-27-2004, 10:33 AM
#16
Actually, the real sun has half a degree, but what the hell. :p
 WadeV1589
05-27-2004, 2:23 PM
#17
I tried 0.5 but it didn't work, hence me saying 1. I'm sure it's supposed to work...but last time I tried it it just screwed up and came out as 0.
 wedge2211
05-27-2004, 4:49 PM
#18
Can you repeat the sunExt line? Some neat effects can be achieved with two entity suns, and I'm wondering if that's also possible here.
Page: 1 of 1