PDA

View Full Version : misc_model lighting


fourwood
07-12-2002, 05:57 AM
I have a misc_model in a room, but in game the model is completely black, although it is fully engulfed in a spotlight. Is there a way to independently add light to a misc_model? Or does anyone have tips for lighting a model?

Emon
07-12-2002, 06:06 AM
Hmm, that's quite odd. Try adding the light key and value of like, 500 or something (just to see if it works, then tone it down) to the entity. I believe Darth J used that for his lava.

fourwood
07-12-2002, 12:36 PM
Hm.... nope. Maybe if I just add more lights to the room.... /me goes to find out.
Screens of the problems:

http://fourwood.dyndns.org:81/pics/shot0009.jpg
http://fourwood.dyndns.org:81/pics/shot0010.jpg

Emon
07-12-2002, 12:57 PM
Check if it does that for all models.

fourwood
07-12-2002, 01:11 PM
....no. Sure.... just the models I use..... *cry*

Emon
07-12-2002, 02:15 PM
Haha, that sucks. What model are you using?

fourwood
07-12-2002, 02:16 PM
kejim/generator and generator_big, or something like that. Only 2 I've tested that won't light properly/at all.

[edit]Scratch that, kejim/cutter does light some, but only about half of it is lit. So... only common thing so far is that they all have animated textures...

fourwood
07-12-2002, 02:36 PM
I've decided it is the animated textures that are the problem. When I test any model that has animated textures, the animated surfaces are black. Anyone used animated surfaces on a model in an MP map?

Emon
07-12-2002, 02:41 PM
I haven't, but I know that the Raven's Claw model had trouble in MP because of it's shaders or something.

RichDiesal
07-12-2002, 03:41 PM
You need to export the model to Lightwave and then back again, or something like that. It's much more complex, but I've never actually done it, so you'll hafta ask volrathxp. :)

volrathxp
07-12-2002, 10:29 PM
Originally posted by RichDiesal
You need to export the model to Lightwave and then back again, or something like that. It's much more complex, but I've never actually done it, so you'll hafta ask volrathxp. :)

where the hell did you get Lightwave from? Gmax and Milkshape all the way baby! :D

Ugh... i need to find that old post when i released that Raven's Claw now... there was something that someone suggested with changing a blending mode on the shader.

*heads to find it now*

volrathxp
07-12-2002, 10:42 PM
Copy this guy here in your models.shader file


models/map_objects/kejim/gen_body
{
q3map_nolightmap
q3map_onlyvertexlighting
{
map models/map_objects/kejim/gen_body
blendFunc GL_ONE GL_ZERO
rgbGen lightingDiffuse
}
{
map models/map_objects/kejim/gen_bodyglow
blendFunc GL_ONE GL_ONE
rgbGen wave sin 1 0.1 0 25
}
}


create a new shader file, paste that and change this line:

rgbGen lightingDiffuse

to:

rgbGen vertex

and then add your shader name be it generator.shader to the shaderlist.txt as 'generator' in the list. compile your map and let us know. you will however, have to include this shader with your map when you release.. else it will look black to anyone who plays it.

try that and let me know. if not, there's an issue in the model itself like the Raven's Claw that may need corrected.

Have a great day!

fourwood
07-13-2002, 02:50 AM
Originally posted by volrathxp
Helpful things.

You, sir, are my hero.

volrathxp
07-13-2002, 07:42 AM
gee thanks... so i take it that it worked?