Tremulous Forum

Media => Mapping Center => Topic started by: DarkRogue on May 26, 2006, 02:15:33 am

Title: Lighting
Post by: DarkRogue on May 26, 2006, 02:15:33 am
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?
Title: Lighting
Post by: soubok on May 26, 2006, 11:10:37 am
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
Title: Lighting
Post by: DarkRogue on May 26, 2006, 03:52:07 pm
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 :)
Title: Lighting
Post by: soubok on May 26, 2006, 07:22:17 pm
If you need some advise:
http://soubok.googlepages.com/tremulous_editing_tips