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light emitting suface troubles

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 zag
02-09-2005, 4:41 AM
#1
i added applied a surface light shader to my map but the lighting is very very dark..ive tried increasing the q3map_surfacelight with no effect..
here is a screenshot of the map:
http://img207.exs.cx/img207/279/shot00135cv.jpg)
and here is the shader i am using:
textures/tantive/ceiling_small
{
// light 1
qer_editorimage textures/colors/white
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
glow
rgbGen identity
}
{
map textures/colors/white
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/colors/white
blendFunc GL_ONE GL_ONE
}
}

thanks in advance
 mergatroid
02-09-2005, 5:04 AM
#2
I think you still have to light the places around the shaders.
 zag
02-09-2005, 7:09 AM
#3
then whats the point of the shader?i want it too light the whole area
 mergatroid
02-09-2005, 9:46 AM
#4
To make the texture look like it's glowing.
 GothiX
02-09-2005, 9:51 AM
#5
No, you just need a q3map_lightimage.
 zag
02-17-2005, 8:52 AM
#6
i tried the lightimage and it had no effect, anyway i thought if you didnt have that specified it uses the image defined in qer_editorimage
 DigitalVapor
09-05-2005, 1:17 AM
#7
Oh, thats easy. You dont need a lightimage, you simply need to make that surfacelight A LOT brighter. 5000 at LEAST. To light that tantive scene, I would try maybe 10000, experiment with the brightness until you get the result you want. I make almost exclusive use of light emitting shaders in my maps and if done corectly and sensibly, they yeild fantastic and realistic results. AND they make the light phase of compile go faster than if you use light entities
 lassev
09-05-2005, 3:17 AM
#8
Quite a necromancer, aren't you :p
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