Tremulous Forum
Media => Mapping Center => Topic started by: nudie on September 16, 2009, 11:33:20 am
-
I've been trying to make a light emitting texture like the one from mudkip_b1 but failed.
From Mudkip_b1
(http://i640.photobucket.com/albums/uu130/thonik_pics/shot0000.jpg)
My texture glows but does not emit any light.
(http://i640.photobucket.com/albums/uu130/thonik_pics/shot0001.jpg)
Here's the script:
textures/android/solid_blue
{
qer_editorimage textures/android/solid_blue.tga
q3map_lightimage textures/android/solid_blue.tga
surfaceparm nomarks
q3map_surfacelight 1200
{
map textures/android/solid_blue.tga
rgbGen identity
}
{
map $lightmap
tcGen lightmap
}
{
map textures/android/solid_blue.tga
blendfunc add
}
}
Does anybody know what I'm doing wrong?
-
Is your map name in your shaderlist.txt? Looks like trem can find the shader but q3map2 cannot.
-
Is your map name in your shaderlist.txt? Looks like trem can find the shader but q3map2 cannot.
I just added it to the in Tremulous/base/scripts/shaderlist.txt
but it doesn't do anything.
Somebody help me plz. I really want to finish this map.
-
Is the shader file mapname.shader? Shaderlist.txt needs the name of that file (without .shader).
-
Yes, I have done the above instructions, but I still have this problem.
Mudkip_b1 is not on the shaderlist.txt, yet the lights still glow.
For the moment, I will have to result to the light entities until someone can figure this out.
-
Tremulous doesn't use shaderlist afaik, only radiant and the compiler. That light on the walls is added during compile.
-
Just for the hell of being offtopic, nudieeeeee.
Also, I'm a RadiantNoob, but maybe try making a row of small lights? I sense there would be lag problems with doing that though, :<.
-
The number of lights has no influence on the FPS in the final level, because the engine doesn't render any lights. This is all compiled into the static lightmap. The compile would need more time though.
-
Note that fullbright ("glow") and surface light ("light") are not related.