Tremulous Forum
Media => Mapping Center => Topic started by: DarkRogue on May 26, 2006, 02:15:33 am
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while working on my tinkerings I noticed in surface inspector there's no real light value present, as it's been awhile since I mapped for Q3 engine do shader lights actually emit light if set to do so or do all lights have to be ent based?
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Hi,
you have entity-based lights and texture-based lights.
texture-based lights parameters are defined in the base/scripts/*.shader files
eg.
textures/niveus/e6v_light_2k
{
qer_editorimage textures/niveus/e6v_light.tga
surfaceparm nomarks
q3map_surfacelight 2000
{
map $lightmap
rgbGen identity
}
{
map textures/niveus/e6v_light.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/niveus/e6v_light.blend.tga
blendfunc GL_ONE GL_ONE
}
}
The q3map_surfacelight keyword tell the map compiler that the texture emit light. the value is the power of the light. the color of the light is defined by q3map_lightRGB <RED> <GREEN> <BLUE>
eg. q3map_lightRGB 0.5 1 1
HIH
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ah k thanks.
Sorry for the newb like queries. Just been a few years since I touched q3 editing. Last time I mapped for it was back when the Art of War mod was released :) BAck in 2002 if I recall right :)
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If you need some advise:
http://soubok.googlepages.com/tremulous_editing_tips