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q3map_skylight

Posted: Sun Jan 20, 2013 2:28 am
by xandaxs
Hello folks!
Got a problem in which I need your help.

As you might know I'm updating and redesigning excejumps.
I'm using a skybox now but the illumination seems to be weak, so I raised the skylight values.
Strangely nothing changed. It looks almost the same (if not the same) wether I use skylight 200 or skylight 5000. Changing the intensity on q3map_sunEXT won't do much either (but it isn't really supposed to now is it?)

Any ideas on how I can change this? I didn't want to resort to the use of entity lighting... Will do so in last case, if nothing works ill try lightsubdivide and surfacelight instead

Re: q3map_skylight

Posted: Sun Jan 20, 2013 9:16 am
by Rayne
Show me the shader.

Re: q3map_skylight

Posted: Sun Jan 20, 2013 10:11 am
by johnnyenglish
I bet 4 euros that there is a pk3 with the shader in somewhere?

Re: q3map_skylight

Posted: Sun Jan 20, 2013 12:28 pm
by xandaxs
@Rayne:

Code: Select all

textures/excejumps/spacesky
{
      qer_editorimage textures/excejumps/skybox/space_sky_up.tga
   surfaceparm noimpact
   surfaceparm nodamage
   surfaceparm slick
   surfaceparm nolightmap
   q3map_globaltexture
   q3map_lightsubdivide 256
   q3map_skylight 5000 4
   surfaceparm sky
   q3map_sunEXT 0.941 0.984 1.00 250 340 55 1 16
   skyparms textures/excejumps/skybox/space_sky - -
}


@Johns:

No, there isn't. How do you prefer to do your payment? :D

Re: q3map_skylight

Posted: Sun Jan 20, 2013 12:30 pm
by Rylius
Read the chat when you're asking questions there. >_>

<Rylius> Maxes out somewhere around 100 I think
<Rylius> Basically if the texture ingame is as bright as the actual texture file you can't go any brighter

Re: q3map_skylight

Posted: Sun Jan 20, 2013 12:33 pm
by xandaxs
Did you read my answer?
It doesn't max out at 100, not nowhere near it even.

I think using lightsubdivide is useless because skylight replaces it as well as surfacelight

Re: q3map_skylight

Posted: Sun Jan 20, 2013 12:36 pm
by Rylius
You do realize I can't read messages while I'm offline? :p

And yes, it does max out. It just never says so, you can put in 5000000000 and it won't even care.

Compare the texture in the game with the texture file (or upload a screenshot and the texture), you can't go brighter than that.
You can ONLY cast shadows to DARKEN something.

Re: q3map_skylight

Posted: Sun Jan 20, 2013 12:40 pm
by xandaxs
I wasn't high yesterday, I could swear you were there O_O

But anyways, even if it does max out it isn't at 1000, according to the shader manual 200 is for example a "good value" to have there.
The textures in-game still looks slightly darker than in the file. Nothing much, pretty close.

Re: q3map_skylight

Posted: Sun Jan 20, 2013 12:43 pm
by Rylius
Shader manual is probably written for Q3, UrT uses different lighting settings. The original values don't apply anymore.

If it doesn't change between 200 and 5000, it's maxed out below 200 - simple, really.