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Old 02-09-2005, 04:41 AM   #1
zag
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light emitting suface troubles

i added applied a surface light shader to my map but the lighting is very very dark..ive tried increasing the q3map_surfacelight with no effect..
here is a screenshot of the map:
http://img207.exs.cx/img207/279/shot00135cv.jpg
and here is the shader i am using:
Quote:
textures/tantive/ceiling_small
{
// light 1
qer_editorimage textures/colors/white
q3map_surfacelight 1000
surfaceparm nomarks
{
map $lightmap
glow
rgbGen identity
}
{
map textures/colors/white
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
{
map textures/colors/white
blendFunc GL_ONE GL_ONE
}
}
thanks in advance


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Old 02-09-2005, 05:04 AM   #2
mergatroid
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I think you still have to light the places around the shaders.


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Old 02-09-2005, 07:09 AM   #3
zag
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then whats the point of the shader?i want it too light the whole area


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Old 02-09-2005, 09:46 AM   #4
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To make the texture look like it's glowing.


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Old 02-09-2005, 09:51 AM   #5
GothiX
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No, you just need a q3map_lightimage.


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Old 02-17-2005, 08:52 AM   #6
zag
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i tried the lightimage and it had no effect, anyway i thought if you didnt have that specified it uses the image defined in qer_editorimage


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Old 09-05-2005, 01:17 AM   #7
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Oh, thats easy. You dont need a lightimage, you simply need to make that surfacelight A LOT brighter. 5000 at LEAST. To light that tantive scene, I would try maybe 10000, experiment with the brightness until you get the result you want. I make almost exclusive use of light emitting shaders in my maps and if done corectly and sensibly, they yeild fantastic and realistic results. AND they make the light phase of compile go faster than if you use light entities


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Old 09-05-2005, 03:17 AM   #8
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Quite a necromancer, aren't you


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