Author Topic: Florescent light shaders  (Read 2700 times)

CATAHA

  • Posts: 539
  • Turrets: +8/-18
    • Tremulous Lair
Florescent light shaders
« on: February 07, 2007, 10:37:45 pm »
Guys, I need some florescent lights for my map. When i mak'in static lights shaders - all ok. But when i try make pulsating broken florescent light shader I struck. I need change texture lum and self-illumination lum both. But i cant. Texture flashing, but light - no. On this stage i have:
Code: [Select]

textures/res/light00-S-2000P
{
qer_editorimage textures/res/light00.jpg
surfaceparm nomarks
q3map_surfacelight 2000
{
map textures/res/light00.jpg
rgbGen wave noise 0 .5 0 4
}
{
map $lightmap
blendfunc filter
tcGen lightmap
}
{
map textures/res/light00b.jpg
rgbGen wave noise 0 .5 0 4
blendfunc add
}
}

Any ideas?
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

OverFlow

  • Posts: 386
  • Turrets: +44/-1
    • http://bobbin.vilkacis.net
Florescent light shaders
« Reply #1 on: February 08, 2007, 12:17:52 am »
Q3 (Trem) doesn't allow for lights that change intensity, color, etc.  It is possible though (see Tremor) because of a 'hack' in q3map2.  Look up "lightstyle".   It should be noted that this technique takes up a fair amount of memory and processing, so the use of it a lot isn't recommended.

CATAHA

  • Posts: 539
  • Turrets: +8/-18
    • Tremulous Lair
Florescent light shaders
« Reply #2 on: February 08, 2007, 09:47:15 pm »
I see, thanx... mu mep huge enough, i will leave standart lights in this case (
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake